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|alt = Artwork of a vertical rectangular box. The top portion reads "Maniac Mansion" with a group of five teenagers in the foreground and dark landscape in the background. The first teenager is a blond male dressed in a black suit, the second a brunette male in a denim jacket and pants, the third, a black-haired male with glasses and a flashlight, the fourth a red-haired female in a black dress and spiked choker, and the fifth a male with long, blond hair holding a surfboard.
|alt = Artwork of a vertical rectangular box. The top portion reads "Maniac Mansion" with a group of five teenagers in the foreground and dark landscape in the background. The first teenager is a blond male dressed in a black suit, the second a brunette male in a denim jacket and pants, the third, a black-haired male with glasses and a flashlight, the fourth a red-haired female in a black dress and spiked choker, and the fifth a male with long, blond hair holding a surfboard.
|caption= Ken Macklin's cover artwork depicts five of the playable characters: Syd, Dave, Bernard, Razor, and Jeff.
|caption= Ken Macklin's cover artwork depicts five of the playable characters: Syd, Dave, Bernard, Razor, and Jeff.
|developer={{collapsible list|title=[[Lucasfilm Games]]|titlestyle=font-weight:normal;font-size:12px;background:transparent;text-align:left|'''Home computers'''<br>Lucasfilm Games<br>'''NES'''<br>LucasArts<ref name="Expurgate">{{cite web |url=http://www.crockford.com/wrrrld/maniac.html |archiveurl=http://web.archive.org/web/20071012031110/http://www.crockford.com/wrrrld/maniac.html |archivedate=October 12, 2007 |title=The Expurgation of ''Maniac Mansion'' |publisher=[[Douglas Crockford]]}}</ref><br>[[Realtime Associates]]<ref>{{cite web |url=http://www.rtassoc.com/gm_maniacmansion.html |archiveurl=http://www.webcitation.org/5v4g3nyYN |archivedate=December 18, 2010 |title=Past Projects: ''Maniac Mansion'' |publisher=[[Realtime Associates]]}}</ref>}}
|developer={{collapsible list|title=[[Lucasfilm Games]]|titlestyle=font-weight:normal;font-size:12px;background:transparent;text-align:left|'''Home computers'''<br>Lucasfilm Games<br>'''NES'''<br>LucasArts<ref name="Expurgate">{{cite web |url=http://www.crockford.com/wrrrld/maniac.html |archiveurl=http://web.archive.org/web/20071012031110/http://www.crockford.com/wrrrld/maniac.html |archivedate=October 12, 2007 |title=The Expurgation of ''Maniac Mansion'' |publisher=[[Douglas Crockford]] |dead-url=no}}</ref><br>[[Realtime Associates]]<ref>{{cite web |url=http://www.rtassoc.com/gm_maniacmansion.html |archiveurl=http://www.webcitation.org/5v4g3nyYN |archivedate=December 18, 2010 |title=Past Projects: ''Maniac Mansion'' |publisher=[[Realtime Associates]]}}</ref>}}
|publisher={{collapsible list|title=Lucasfilm Games|titlestyle=font-weight:normal;font-size:12px;background:transparent;text-align:left|'''Home computers'''<br>Lucasfilm Games<br>'''NES'''<br>[[Jaleco]]}}
|publisher={{collapsible list|title=Lucasfilm Games|titlestyle=font-weight:normal;font-size:12px;background:transparent;text-align:left|'''Home computers'''<br>Lucasfilm Games<br>'''NES'''<br>[[Jaleco]]}}
|designer=[[Ron Gilbert]]<br>[[Gary Winnick (game developer)|Gary Winnick]]
|designer=[[Ron Gilbert]]<br>[[Gary Winnick (game developer)|Gary Winnick]]
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|modes=[[Single-player]]
|modes=[[Single-player]]
}}
}}
'''''Maniac Mansion''''' is a 1987 [[graphic adventure game]] developed and published by [[LucasArts|Lucasfilm Games]]. Initially released for the [[Commodore&nbsp;64]] and [[Apple&nbsp;II]], it was Lucasfilm's foray into video game publishing. The game follows teenager Dave Miller as he ventures into a mansion and attempts to rescue his girlfriend from an evil [[mad scientist]], whose family has been controlled by a [[Sentience|sentient]] meteor that crashed near the mansion 20&nbsp;years earlier. The player uses a [[point-and-click]] interface to guide Dave and two of his friends through the mansion while avoiding its dangerous inhabitants and solving puzzles.
'''''Maniac Mansion''''' is a 1987 [[graphic adventure game]] developed and published by [[LucasArts|Lucasfilm Games]]. It follows teenage protagonist Dave Miller as he attempts to rescue his girlfriend from a [[mad scientist]], whose mind has been enslaved by a sentient meteor. The player uses a [[point-and-click]] interface to guide Dave and two of his friends through the scientist's mansion while solving puzzles and avoiding dangers. Initially released for the [[Commodore 64]] and [[Apple II]], ''Maniac Mansion'' was Lucasfilm's foray into video game publishing.


The game was conceived in 1985 by [[Ron Gilbert]] and [[Gary Winnick (game developer)|Gary Winnick]]. They based the story on horror film and [[B movie]] clichés with humorous elements, and they based the game's characters on people they knew and characters from movies, comics, and horror magazines. The developers based the mansion's design on the Main House at [[Skywalker Ranch]], outlining the map and pathways prior to programming. The interface came from the designers' desire to improve on contemporary [[interactive fiction|text parser-based]] graphical [[adventure game]]s seen in earlier adventure titles. To reduce the effort required for creating the game, Gilbert implemented a [[game engine]] called [[SCUMM]], which would be re-used for [[LucasArts adventure games|many other LucasArts titles]]. The game was [[porting|ported]] to several other platforms; the [[Nintendo Entertainment System]] (NES) version had to be considerably modified to follow [[Nintendo of America]]'s content policies, which barred material deemed inappropriate for children.
The game was conceived in 1985 by [[Ron Gilbert]] and [[Gary Winnick (game developer)|Gary Winnick]], who sought to tell a comedic story based on horror film and [[B movie]] clichés. They mapped out the project as a [[paper-and-pencil game]] before coding commenced. While earlier adventure titles had relied on [[Command-line interface|command lines]], Gilbert disliked such systems, and he developed ''Maniac Mansion''{{'}}s simpler point-and-click interface as a replacement. To speed up production, he created a [[game engine]] called [[SCUMM]], which went on to be used in [[LucasArts adventure games|many later LucasArts titles]]. After its release, ''Maniac Mansion'' was [[porting of video games|ported]] to several platforms. A port for the [[Nintendo Entertainment System]] had to be reworked heavily, in response to complaints by [[Nintendo of America]] that the game was inappropriate for children.


Regarded as a seminal adventure title, ''Maniac Mansion'' was critically acclaimed; reviewers lauded its graphics, [[cutscenes]], animation, and humor. Reviewers and other developers have considered its point-and-click interface revolutionary; the system has led competitors to adopt similar interfaces. The game influenced numerous other titles, has been placed in several "hall of fame" lists, and has led [[Fan labor|fans to create]] [[Video game remake|remakes]] with enhanced visuals. A [[Maniac Mansion (TV series)|TV series]], written by [[Eugene Levy]] and starring [[Joe Flaherty]], was created in 1990 and lasted for three seasons, filming 66 episodes. Lucasfilm Games released the sequel ''[[Day of the Tentacle]]'' in 1993, which also received critical acclaim.
''Maniac Mansion'' was critically acclaimed: reviewers lauded its graphics, [[cutscenes]], animation and humor. Writer [[Orson Scott Card]] praised it as a step toward "computer games [becoming] a valid storytelling art." It influenced numerous graphic adventure titles, and its point-and-click interface became a standard feature in the genre. The game's success solidified Lucasfilm as a serious rival to adventure game studios such as [[Sierra Entertainment]]. In 1990, ''Maniac Mansion'' was adapted into a three-season [[Maniac Mansion (TV series)|television series of the same name]], written by [[Eugene Levy]] and starring [[Joe Flaherty]]. A sequel to the game, entitled ''[[Day of the Tentacle]]'', was released in 1993.


==Overview==
==Overview==
[[File:Maniac Mansion.png|thumb|left|alt=A horizontal rectangular video game screenshot that is a digital representation of a domestic room. Two human characters stand beside a green tentacle in the middle of the room. Below the scene is a list of commands.|Bernard and Dave visit the green tentacle in the mansion. The game displays dialog above the scene, the list of commands, and objects carried by the character below.]]
[[File:Maniac Mansion.png|thumb|left|alt=A horizontal rectangular video game screenshot that is a digital representation of a domestic room. Two human characters stand beside a green tentacle in the middle of the room. Below the scene is a list of commands.|Bernard and Dave visit the green tentacle in the mansion. The game displays dialogue above the scene and the [[point-and-click]] command interface below it.]]


''Maniac Mansion'' is a [[graphic adventure game]] in which the player uses a [[point-and-click]] interface to guide characters through a [[2D computer graphics|two-dimensional]] game world and to solve puzzles.<ref name=mmmanual>{{cite manual | last=Laurel | first=Brenda | title=Maniac Mansion ''manual'' | publisher=[[LucasArts|Lucasfilm Games]] | pages = 1–5| year=1987 |location=[[San Rafael, CA]]}}</ref><ref name="Edge">{{cite journal| author=Edge Staff | journal = [[Edge (magazine)|Edge]] |publisher=[[Future plc|Future Publishing]] |location=[[Bath, Somerset]] |title=The Making Of: ''Maniac Mansion'' | url=http://www.edge-online.com/features/making-maniac-mansion | archiveurl = https://web.archive.org/web/20120426180729/http://www.edge-online.com/features/making-maniac-mansion | date=August 6, 2010 | archivedate = April 26, 2012}}</ref> Fifteen action commands, such as "Walk To" and "Unlock", may be selected by the player from a menu on the [[HUD (video gaming)|heads-up display]].<ref name=zzap /><ref name=ace /> The player starts the game by choosing two out of six characters to accompany protagonist Dave Miller.<ref name=zzap /> Each character possesses unique abilities: for example, Syd and Razor can play musical instruments, while Bernard can repair appliances.<ref name="NP-14">{{cite journal |title=Previews: ''Maniac Mansion'' |magazine=[[Nintendo Power]] |publisher=[[Nintendo]] |location=[[Redmond, WA]] |date=July–August 1990 |issue=14 |pages=62–63 |issn=1041-9551 |oclc=18893582}}</ref> 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.<ref name=mmmanual /><ref name=nintpower>{{cite journal |date=September–October 1990 |title=''Maniac Mansion'' |magazine=Nintendo Power |publisher=Nintendo |location=Redmond, WA |issue=16 |pages=14–19 |issn=1041-9551 |oclc=18893582}}</ref> ''Maniac Mansion'' features [[cutscene]]s, a word coined by [[Ron Gilbert]],<ref name="GrumpyIn9">{{cite web |last=Gilbert |first=Ron |authorlink=Ron Gilbert |title=''Maniac Mansion'' in 9 |publisher= Grumpy Gamer |date=April 12, 2007 |accessdate=March 3, 2011 |url=http://grumpygamer.com/8139425|archiveurl=https://web.archive.org/web/20070415021118/http://grumpygamer.com/8139425|archivedate=April 15, 2007}}</ref><ref name="GS-Fame">{{cite news|last1=Buecheler|first1=Christopher|title=The GameSpy Hall of Fame|work=GameSpy|url=http://archive.gamespy.com/legacy/halloffame/mm.shtm|archiveurl=https://web.archive.org/web/20110311072453/http://archive.gamespy.com/legacy/halloffame/mm.shtm|archivedate=11 March 2011}}</ref> that interrupt gameplay to advance the story and inform the player about offscreen events.<ref name=mmmanual /><ref name=zzap />
''Maniac Mansion'' takes place in the mansion of the Edison family: Dr. Fred, Nurse Edna, and their son Weird Ed.<ref name=mmmanual /> Living with the Edisons are two large, disembodied tentacles – one purple and the other green.<ref name=zzap /> The [[intro sequence]] shows that a meteor crashed near the mansion twenty years earlier.<ref name=mmmanual /><ref name=cgw>{{cite journal |date=May 1988 |last=Ardai |first=Charles |magazine=[[Computer Gaming World]] |publisher=Golden Empire Publications |location=[[Anaheim, CA]] |title=The Doctor is in: An Appointment with Terror in Activision's ''Maniac Mansion'' |issue=47 |pages=40–41 |issn=0744-6667 |oclc=8482876}}</ref> The [[Sentience|sentient]] meteor took control of the family and caused Dr. Fred to start sucking out human brains for use in experiments; his family supported and encouraged him in these efforts. One day, main protagonist Dave Miller's girlfriend, [[Cheerleading|cheerleader]] Sandy Pantz, disappears without a trace, and he suspects that Dr. Fred has kidnapped her.<ref name="RG2011">{{cite journal |last=Hunt |first=Stuart |title=The Making Of ''Maniac Mansion'' |magazine=[[Retro Gamer]] |publisher=[[Imagine Publishing]] |location=[[Bournemouth]] |issue=94 |date=September 2011 |pages=24–33 |issn=1742-3155 |oclc=489477015}}</ref> After the game's introduction, Dave and his two companions prepare to enter the mansion to rescue Sandy;<ref name=mmmanual /><ref name="cgw" /> the game starts with a prompt for the player to select two of six characters to accompany Dave.<ref name=zzap />


The game takes place in the mansion of the fictional Edison family: Dr. Fred, a [[mad scientist]]; Nurse Edna, his wife; and their son Weird Ed.<ref name=mmmanual /> 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 was kidnapped by Dr. Fred.<ref name=mmmanual /><ref name=cgw>{{cite journal |date=May 1988 |last=Ardai |first=Charles |magazine=[[Computer Gaming World]] |publisher=Golden Empire Publications |location=[[Anaheim, CA]] |title=The Doctor is in: An Appointment with Terror in Activision's ''Maniac Mansion'' |issue=47 |pages=40–41 |issn=0744-6667 |oclc=8482876}}</ref> Aside from the green tentacle, the mansion's inhabitants pose a threat and will throw the [[player character]]s 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 [[game over|game ends]] if all characters are killed. ''Maniac Mansion'' has five possible endings, based on which characters are chosen, which survive, and what the characters accomplish.<ref name=commodoremagazine2>{{cite journal |last=Addams |first=Shay |date=December 1987 |title=Animated Adventuring in ''Maniac Mansion'' |journal=Commodore Magazine |publisher=Commodore Magazine, Inc.|location=[[West Chester, PA]] |volume=8 |pages=48, 110 |issue=12}}</ref>
''Maniac Mansion'' is a [[graphic adventure game]] in which the player uses a [[point-and-click]] interface to guide characters through a [[2D computer graphics|two-dimensional]] (2D) game world and to solve puzzles.<ref name=mmmanual>{{cite manual | last=Laurel | first=Brenda | title=Maniac Mansion ''manual'' | publisher=[[LucasArts|Lucasfilm Games]] | pages = 1–5| year=1987 |location=[[San Rafael, CA]]}}</ref><ref name="Edge">{{cite journal| journal = [[Edge (magazine)|Edge]] |publisher=[[Future plc|Future Publishing]] |location=[[Bath, Somerset]] |title=The Making Of: ''Maniac Mansion'' |issue=151 |date=July 2005| url = http://www.next-gen.biz/features/making-maniac-mansion| accessdate = February 2, 2011 |issn=1350-1593 |oclc=77560936}}</ref> Players can select from fifteen different commands with this scheme;<ref name=zzap /><ref name=ace /> examples include "walk to", to move the characters; "new kid", to switch between the three characters; and "pick up", to collect objects. Each character possesses unique abilities; for example, Syd and Razor can play musical instruments, while Bernard can repair appliances.<ref name="NP-14">{{cite journal |title=Previews: ''Maniac Mansion'' |magazine=[[Nintendo Power]] |publisher=[[Nintendo]] |location=[[Redmond, WA]] |date=July–August 1990 |issue=14 |pages=62–63 |issn=1041-9551 |oclc=18893582}}</ref> The game may be completed with any character combination, but because many puzzles can be solved only with specific skills, the game can be finished in different ways, depending on the characters the player has chosen.<ref name=mmmanual /><ref name=nintpower>{{cite journal |date=September–October 1990 |title=''Maniac Mansion'' |magazine=Nintendo Power |publisher=Nintendo |location=Redmond, WA |issue=16 |pages=14–19 |issn=1041-9551 |oclc=18893582}}</ref>

The gameplay is regularly interrupted by [[cutscene]]s, a term [[Ron Gilbert]] coined,<ref name="GrumpyIn9">{{cite web |last=Gilbert |first=Ron |authorlink=Ron Gilbert |title=''Maniac Mansion'' in 9 |publisher= Grumpy Gamer |date=April 12, 2007 |accessdate=March 3, 2011 |url=http://grumpygamer.com/8139425}}</ref><ref name="GS-Fame">{{cite news|last1=Buecheler|first1=Christopher|title=The GameSpy Hall of Fame|work=GameSpy|url=http://archive.gamespy.com/legacy/halloffame/mm.shtm|archiveurl=https://web.archive.org/web/20110311072453/http://archive.gamespy.com/legacy/halloffame/mm.shtm|archivedate=11 March 2011}}</ref> that advance the story and inform the player about [[non-player character]]s' actions.<ref name=mmmanual /><ref name=zzap /> Aside from the green tentacle, the mansion's inhabitants pose a threat and will throw the [[player character]]s into the dungeon—or in some situations kill them—if they see them. If one character dies, the player must choose a replacement from the unselected characters; the [[game over|game ends]] if all the characters die. ''Maniac Mansion'' has five possible successful endings that depend on which characters the player uses, which ones survive, and what events occur.<ref name=commodoremagazine2>{{cite journal |last=Addams |first=Shay |date=December 1987 |title=Animated Adventuring in ''Maniac Mansion'' |journal=Commodore Magazine |publisher=Commodore Magazine, Inc.|location=[[West Chester, PA]] |volume=8 |pages=48, 110 |issue=12}}</ref>


==Development==
==Development==
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[[File:Ron Gilbert PAX 2009.jpg|thumb|upright|alt=A brown-haired man with a light brown plaid shirt stands behind a podium against a black background.|[[Ron Gilbert]] (pictured) co-wrote and designed ''Maniac Mansion'' with [[Gary Winnick (game developer)|Gary Winnick]]; both were [[Puzzle video game|puzzle]] and graphic adventure game fans.<ref name="ClassicIntro"/>]]
[[File:Ron Gilbert PAX 2009.jpg|thumb|upright|alt=A brown-haired man with a light brown plaid shirt stands behind a podium against a black background.|[[Ron Gilbert]] (pictured) co-wrote and designed ''Maniac Mansion'' with [[Gary Winnick (game developer)|Gary Winnick]]; both were [[Puzzle video game|puzzle]] and graphic adventure game fans.<ref name="ClassicIntro"/>]]


''Maniac Mansion'' was first conceived in 1985, when [[Lucasfilm Games]] assigned employees [[Ron Gilbert]] and [[Gary Winnick (game developer)|Gary Winnick]] the task of creating an original game.<ref name="GamesTm-Retro">{{cite journal |magazine=[[GamesTM]] |publisher=Imagine Publishing |location=Bournemouth |title=Behind the Scenes: ''Maniac Mansion'' + ''Day of the Tentacle'' |year=2010 |issue=3 |pages=22–27 |series=''The Ultimate Retro Companion'' |issn=1448-2606 |oclc=173412381}}</ref> [[Noah Falstein]] had recently hired Gilbert at Lucasfilm Games on a three-month contract to program the game ''[[Koronis Rift]]''.<ref name="gdcvault.com">[http://www.gdcvault.com/play/1014732/Classic-Game-Postmortem-MANIAC Game Developers Conference Vault, "Classic Game Postmortem - MANIAC MANSION"], ''Ron Gilbert'', 1 March 2011, accessed 3 April 2015</ref> At the same time, Winnick was working on ''[[Labyrinth: The Computer Game]]'', and it was then in which both Gilbert and Winnick found that they shared similar tastes in humor, movies, and television programs. Eventually, Gilbert was hired full-time. As with earlier Lucasfilm titles, the company's management provided little oversight in the development process, to which Gilbert credited the success of many of its earlier games.<ref name="RG2011" />
''Maniac Mansion'' was conceived in 1985, when [[Lucasfilm Games]] employees [[Ron Gilbert]] and [[Gary Winnick (game developer)|Gary Winnick]] were assigned to create an original game.<ref name="GamesTm-Retro">{{cite journal |magazine=[[GamesTM]] |publisher=Imagine Publishing |location=Bournemouth |title=Behind the Scenes: ''Maniac Mansion'' + ''Day of the Tentacle'' |year=2010 |issue=3 |pages=22–27 |series=''The Ultimate Retro Companion'' |issn=1448-2606 |oclc=173412381}}</ref> Gilbert had been hired the previous year as a programmer for the game ''[[Koronis Rift]]''.<ref name="GDC-Post" /> He befriended Winnick, an artist for ''[[Labyrinth: The Computer Game]]'', over their similar tastes in humor, film and television. Company management provided little oversight in the creation of ''Maniac Mansion'', a trend to which Gilbert accredited the success of several of his games for Lucasfilm.<ref name="RG2011">{{cite journal |last=Hunt |first=Stuart |title=The Making Of ''Maniac Mansion'' |magazine=[[Retro Gamer]] |publisher=[[Imagine Publishing]] |location=[[Bournemouth]] |issue=94 |date=September 2011 |pages=24–33 |issn=1742-3155 |oclc=489477015}}</ref>


Gilbert and Winnick were co-writers and lead designers of ''Maniac Mansion'', but they worked separately (Gilbert on programming and Winnick on the art). Together, they brainstormed story ideas and, based on their love of [[B movie|B&nbsp;horror films]], decided to create a comedy–horror title set in a haunted house.<ref name="GamesTm-Retro" /><ref name="gdcvault.com"/> They drew inspiration from what Winnick called "a ridiculous teen horror movie", which the teens were in a house and were slaughtered one by one and not once thinking about leaving. The pair compared this film to clichés in other popular horror films such as ''[[Friday the 13th (1980 film)|Friday the 13th]]'' and ''[[A Nightmare on Elm Street]]'', and used them to come up with the game's setting.<ref name="RG2011" /> Early development involved experimentation and was organic; according to Gilbert: "Very little was written down. Gary and I just talked and laughed a lot, and out it came." After development had begun, Lucasfilm Games relocated its office to the Stable House at [[Skywalker Ranch]]. The ranch's Main House inspired Winnick's design of the game's mansion and him to create the game's concept art.<ref name="Edge"/> He recreated several rooms in the Main House for the game, such as a library with a spiral staircase and a media room with a large-screen TV and [[grand piano]].<ref name="GDC-Post">{{cite web| url = http://www.gdcvault.com/play/1014732/Classic-Game-Postmortem-MANIAC| last = Gilbert | first = Ron | title = Classic Game Postmortem: ''Maniac Mansion'' | publisher = [[Game Developers Conference]]| format = Flash Video| date = March 4, 2011| accessdate = March 23, 2011}}</ref> The various rooms at the ranch inspired the design of other rooms in the mansion.<ref name="RG2011" />
Gilbert and Winnick co-wrote and -designed the project, but they worked separately as well—Gilbert on programming and Winnick on visuals. As both of them enjoyed [[B movie|B horror films]], they decided to make a comedy-horror game set in a haunted house.<ref name="GamesTm-Retro" /><ref name="GDC-Post" /> They drew inspiration from what Winnick called "a ridiculous teen horror movie", in which teenagers inside a building were killed one by one without any thought of leaving. This film, combined with clichés from popular horror movies such as ''[[Friday the 13th (1980 film)|Friday the 13th]]'' and ''[[A Nightmare on Elm Street]]'', became the basis for the game's setting. Early work on the game progressed organically: according to Gilbert, "Very little was written down. Gary and I just talked and laughed a lot, and out it came."<ref name="RG2011" /> Lucasfilm Games relocated to the Stable House at [[Skywalker Ranch]] during ''Maniac Mansion''{{'}}s conception period, and the ranch's Main House was used as a model for the mansion. Several rooms from the Main House received exact reproductions in the game, such as a library with a spiral staircase and a media room with a large-screen TV and [[grand piano]].<ref name="GDC-Post">{{cite web| url = http://www.gdcvault.com/play/1014732/Classic-Game-Postmortem-MANIAC| last = Gilbert | first = Ron | title = Classic Game Postmortem: ''Maniac Mansion'' | publisher = [[Game Developers Conference]]| format = Flash Video| date = March 4, 2011| accessdate = March 23, 2011}}</ref>


The pair prioritized the story and characters, and wanted to maintain a balance between a "sense of peril and sense of humor".<ref name="ClassicIntro">{{cite manual |title=LucasArts Classic Adventures |section=Introduction |author=LucasArts |year=1992 |page=2}}</ref> The first character concepts were a set of siblings and their friends, which gradually evolved into the final characters.<ref name="GDC-Post"/> Gilbert and Winnick based the characters on stereotypes and people they knew. For example, Winnick's girlfriend Ray inspired Razor, and while Gilbert's mother apparently served as the basis for Nurse Edna<ref name="Edge"/><ref name="GDC-Post"/> – Gilbert has denied the connection.<ref name="RG2011" /> Dave and Wendy were based on Gilbert and a fellow employee named Wendy, respectively.<ref name="GDC-Post"/> According to Winnick, the Edison family were based on various movie characters and elements from [[EC Comics]] and [[Warren Publishing]] magazines.<ref name="RG2011" /> They sought to give each playable character unique abilities.<ref name="Edge"/> However, they had to exclude several characters due to size limitations.<ref name="GamesTm-Retro"/> To parody the horror genre, the developers inserted many film clichés into the story.<ref name="Edge"/> For instance, the sentient meteor that takes control of Dr.&nbsp;Fred was inspired from a segment of the 1982 [[anthology film]] ''[[Creepshow]]'' titled [[Creepshow#"The Lonesome Death of Jordy Verrill"|"The Lonesome Death of Jordy Verrill"]]. The designers also included a man-eating plant similar to the villain of the 1986 film ''[[Little Shop of Horrors (film)|Little Shop of Horrors]]''.<ref name="GDC-Post"/>
Story and characters were a primary concern for Gilbert and Winnick.<ref name="ClassicIntro">{{cite manual |title=LucasArts Classic Adventures |section=Introduction |author=LucasArts |year=1992 |page=2}}</ref> The pair based the game's cast on friends, family members, acquaintances and stereotypes. For example, Winnick's girlfriend Ray inspired Razor,<ref name="Edge"/><ref name="GDC-Post"/> while Dave and Wendy were based, respectively, on Gilbert and a fellow Lucasfilm employee named Wendy.<ref name="GDC-Post"/> According to Winnick, the Edison family was shaped after characters from [[EC Comics]] and [[Warren Publishing]] magazines.<ref name="RG2011" /> The sentient meteor that brainwashes Dr. Fred was inspired by a segment from the 1982 [[anthology film]] ''[[Creepshow]]''. A man-eating plant, similar to that of ''[[Little Shop of Horrors (film)|Little Shop of Horrors]]'', was included as well.<ref name="GDC-Post"/> The developers sought to strike a balance between a "sense of peril and sense of humor" with the game's story.<ref name="ClassicIntro" />


[[File:Skywalker Ranch Main House.jpg|thumb|left|alt=A large white house with black roofing in front of green hills and forests.|The Main House at [[Skywalker Ranch]] inspired the design of ''Maniac Mansion''{{'}}s setting.]]
[[File:Skywalker Ranch Main House.jpg|thumb|left|alt=A large white house with black roofing in front of green hills and forests.|The Main House at [[Skywalker Ranch]] inspired the design of ''Maniac Mansion''{{'}}s setting.]]


The pair struggled to choose a [[Video game genres|gameplay genre]]; Gilbert described their early ideas as "disconnected". While visiting relatives for Christmas, Gilbert saw his cousin playing ''[[King's Quest: Quest for the Crown]]''. Gilbert was an adventure games fan and decided that the ideas he and Winnick had conceived would work well with the genre. His first exposure to a text adventure with graphics, Gilbert spent the holiday playing the game to familiarize himself with the format.<ref name="GDC-Post"/><ref>[https://www.youtube.com/watch?v=Q6IYgWh-qnY&feature=youtu.be&t=49m16s GameSpot, "Storytime with Ron Gilbert - PAX Australia 2013 Keynote"], ''Ron Gilbert'', 7 July 2013, accessed 21 March 2015</ref>
Initially, Gilbert and Winnick struggled to choose a [[Video game genres|gameplay genre]] for ''Maniac Mansion''. While visiting relatives over Christmas, Gilbert saw his cousin play ''[[King's Quest: Quest for the Crown]]'', an adventure game by [[Sierra Entertainment]]. Although he was a fan of the genre, this was Gilbert's first experience with a graphical [[Interactive fiction|text adventure]], and he used his 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.<ref name="GDC-Post"/><ref>{{cite conference|url=https://www.youtube.com/watch?v=Q6IYgWh-qnY&feature=youtu.be&t=49m16s|title=Storytime with Ron Gilbert - PAX Australia 2013 Keynote|last=Gilbert|first=Ron Gilbert|date=July 19, 2013|conference=[[PAX Australia]]|accessdate=August 25, 2015}}</ref>


Gilbert and Winnick created ''Maniac Mansion''{{'}}s basic structure and story prior to programming; its earliest version was a simple [[Paper-and-pencil game|paper-and-pencil board game]], which the mansion's floor plan served as the game board, and cards represented events and characters.<ref name="Edge"/> Lines connected the rooms to illustrate pathways characters could travel. The designers used layers of [[cellulose acetate]] to map out the game's puzzles by tracking which items worked together when used by certain characters. Impressed with the map's complexity, Winnick included it in the game as a poster in one of the mansion's rooms.<ref name="GDC-Post"/> Because each character contributed 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 Lucasfilm Games' previous titles, which almost led to Gilbert's firing.<ref name="GamesTm-Retro"/><ref name="youtube.com">[https://www.youtube.com/watch?v=HDvEFbh6I2g&feature=youtu.be&t=34m21s GameSpot, "Classic Studio Postmortem: Lucasfilm Games"], ''Ron Gilbert'', 24 March 2014, accessed 3 April 2015</ref> Though they had outlined the game's events, the dialogue was not written until after programming had started;<ref name="Edge"/> [[David Fox (LucasArts game designer)|David Fox]] provided the dialog. Alternate endings were uncommon at the time, and ''Maniac Mansion'' was one of the first games to feature them.<ref name="RG2011" /> {{clear left}}
''Maniac Mansion''{{'}}s story and structure were designed before coding commenced. The project's earliest incarnation was a simple [[Paper-and-pencil game|paper-and-pencil board game]], in which the mansion's floor plan was used as a game board, and cards represented events and characters.<ref name="Edge"/> Lines connected the rooms to illustrate pathways by which characters could travel. Strips of [[cellulose acetate]] 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.<ref name="GDC-Post"/> 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.<ref name="GamesTm-Retro"/><ref name="youtube.com">{{cite conference|url=https://www.youtube.com/watch?v=HDvEFbh6I2g&feature=youtu.be&t=34m21s|title=Classic Studio Postmortem: Lucasfilm Games|last=Gilbert|first=Ron|date=March 24, 2014|conference=[[Game Developers Conference]]|accessdate=August 25, 2015}}</ref> The game's dialogue, written by [[David Fox (LucasArts game designer)|David Fox]], was not created until after programming had begun.<ref name="Edge"/>


===Commodore 64 limitations===
===Production and SCUMM===
{{main|SCUMM}}
[[File:Commodore-64-Computer.jpg|thumb|alt=Picture of a home computer|The [[Commodore 64]] system's constraints forced the designers to adapt the development process.]]


''Maniac Mansion'' was developed for the [[Commodore 64]] [[home computer]], which contained only 64 [[Kilobyte|KB]] of memory.<ref name="GamesTm-Retro"/> Gilbert started programming the game in [[assembly language]], but he realized quickly that the project was too large and complex for this method.<ref name="Edge"/><ref name="GDC-Post"/> He decided that a new [[game engine]] would have to be created.<ref name="Edge"/><ref name="GamesTm-Retro"/> Its coding language was initially planned to be [[Lisp (programming language)|LISP]]-inspired, but Gilbert opted for one similar to [[C (programming language)|C]].<ref name="GDC-Post"/> Lucasfilm employee Chip Morningstar contributed base code for the engine, upon which Gilbert built.<ref name=igninterview>{{cite web |last=Hatfield |first=Daemon |date=April 26, 2007 |url=http://www.ign.com/articles/2007/04/26/interview-scumm-of-the-earth |title=Interview: SCUMM of the Earth |page=1 |work=[[IGN]] |publisher=[[Ziff Davis]] |accessdate=August 21, 2015}}</ref> Gilbert hoped to create a "system that could be used on many adventure games, cutting down the time it took to make them".<ref name="GamesTm-Retro"/> ''Maniac Mansion''{{'}}s first six-to-nine months of production were dedicated largely to engine development.<ref name="RG2011" /> The team wanted to include [[scrolling]] technology,<ref name="GDC-Post"/><ref name="GrumpyIn9"/> but this effect was nonviable at the planned level of visual complexity, thanks to the Commodore 64's hardware limitations. An innovative, [[Tiled rendering|tile-based]] graphics system was implemented to solve the problem, at a small cost in detail. Winnick gave each character a large head to make them recognizable.<ref name="GDC-Post"/>
Development focused on the [[Commodore&nbsp;64]] [[home computer]], so a concern was to make the game small enough to fit into its 64&nbsp;[[Kilobyte|KB]] memory.<ref name="GamesTm-Retro"/> [[Scrolling]] was used to show objects and characters in rooms during cutscenes.<ref name="GDC-Post"/> The designers used this technique to force players to explore the mansion's larger rooms by hiding elements off-screen.<ref name="GrumpyIn9"/> However, the Commodore's bitmap mode was unsuitable because it needed a large amount of memory (8k) and did not permit scrolling (only character screens can be scrolled on the VIC-II chip fast enough). Thus the game had to use character graphics which were scrollable and only took 1k, but couldn't have the same level of graphical detail as bitmaps. The set uses 8&nbsp;×&nbsp;8&nbsp;pixel [[Tile-based video game|tiles]]. Since the VIC-II could only have 256&nbsp;tiles (two 128-character sets which may be switched), it limited the level of detail Winnick could design into the graphics. To circumvent this, Gilbert created a program to generate the tiles from Winnick's [[pixel art]]. To comply with the tile limit, the program compared similar tiles and created approximations that could replace multiple tiles. Winnick inspected the results for visual errors and then repeated the process until the number of tiles was sufficiently reduced. To make the characters easily recognizable, Winnick made the heads relatively large. Each character consisted of three multicolor sprites stacked on each other. Because the Commodore&nbsp;64 restricted [[Sprite (computer graphics)|sprites]] to 24&nbsp;pixels horizontally (without doubling in half the quality), the characters' animations never extend outside this width.<ref name="GDC-Post"/>


Although Gilbert wrote much of the foundational code for ''Maniac Mansion'', the majority of the game's events were programmed by Lucasfilm employee [[David Fox (game designer)|David Fox]].<ref name="GDC-Post" /> Fox was between projects and planned to work on the game only for a month, but he remained with the team for six months.<ref name="Edge"/> With Gilbert, he wrote the characters' dialogue 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.<ref name="Edge"/>
===SCUMM: game engine and scripting language===
{{main|SCUMM}}


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 [[game over]] 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".<ref name="Edge"/> Because of the project's [[Nonlinear gameplay|nonlinear puzzle design]], the team struggled to prevent [[No-win situation#In video games|no-win scenarios]], 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 [[playtest]]er, and many dead-ends went undetected as a result.<ref name="GDC-Post"/> Further playtesting was provided by Gilbert's uncle, to whom Gilbert mailed a [[floppy disk]] of the game's latest version each week.<ref>{{cite interview |last=Gilbert |first=Ron |authorlink=Ron Gilbert |interviewer=[[Tim Schafer]] |title=''Double Fine Adventure''! // Ron Gilbert's Words of Wisdom to Tim Schafer |publisher=2 Player Productions |date=January 13, 2012 |url=http://www.youtube.com/watch?v=re_LWmRJK-g |accessdate=June 26, 2012}}</ref>
Gilbert started programming the game in [[assembly language]] for the [[MOS Technology 6502|6502&nbsp;microprocessor]]<ref name="Edge"/><ref name="GDC-Post"/><ref name="youtube.com"/> which was the norm for [[Commodore&nbsp;64]] games. However, he quickly realized that the game was too large and complex to easily be written in assembly and that a high-level scripting engine similar to Sierra's AGI system would have to be developed.<ref name="Edge"/><ref name="GamesTm-Retro"/> Gilbert initially considered basing the language on [[Lisp (programming language)|LISP]] but ultimately chose a syntax that more closely resembles that of the [[C (programming language)|C programming language]].<ref name="GDC-Post"/> He discussed the problem with fellow Lucasfilm employee Chip Morningstar, who helped him build a foundation for the [[game engine]], which Gilbert then extended.<ref name=igninterview>{{cite web |last=Hatfield |first=Daemon |date=April 26, 2007 |url=http://pc.ign.com/articles/783/783847p1.html |title=Interview: SCUMM of the Earth |publisher=[[IGN]] |accessdate=February 9, 2011}}</ref> In designing the engine and language, Gilbert developed a "system that could be used on many adventure games, cutting down the time it took to make them". He logged considerable overtime with the goal of creating an adventure game superior to those of Lucasfilm's competitors.<ref name="GamesTm-Retro"/> Gilbert designed the engine to allow for [[Computer multitasking|multitasking]], allowing designers to isolate and manipulate specific game objects independently.<ref name="GDC-Post"/> Most of the first six to nine months of ''Maniac Mansion''{{'}}s development involved building the engine.<ref name="RG2011" />


{{quote box| width = 30%| salign=center | quote=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.|source=Ron Gilbert on the then-common input method in adventure games<ref name="GamesTm-Retro"/>}}
{{quote box| width = 30%| salign=center | quote=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.|source=Ron Gilbert on the then-common input method in adventure games<ref name="GamesTm-Retro"/>}}


A primary development goal was to create a control system that not only retained the structure of classic text adventures, but also dispensed with the typing.<ref name="GamesTm-Retro"/> The two lead designers were frustrated with the [[text parser]]s and the inevitable player character deaths that were prominent in the genre.<ref name="ClassicIntro"/> While in college, Gilbert had enjoyed ''[[Colossal Cave Adventure]]'' and [[Infocom]]'s games but had "really wanted to see graphics".<ref name="GDC-Post"/><ref name=igninterview /> He felt that the visual element [[Sierra Entertainment]] added for its games was "a big improvement", but he disliked the games' use of text parsers.<ref name=igninterview /> While playing ''King's Quest'', Gilbert found guessing what terms the designer had programmed it to recognize aggravating because he could see the object he wanted to interact with on the screen, but he had to figure out the correct commands. Gilbert reasoned that if he could view the graphic, then he should be able to click on it with a cursor; by extension, the player should also be able to click on verb commands.<ref name="GDC-Post"/> Gilbert devised a new and simpler interface "because I'm lazy and don't like to type. I hated playing adventure games where I had to type everything in, and I hated playing the 'second guess the parser' game so I figure everything should be [[point-and-click]]."<ref>{{cite journal |last=Wild |first=Kim |title=Developer Lookback LucasArts Part One |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=27 |date=July 20, 2006 |pages=32–39 |issn=1742-3155 |oclc=489477015}}</ref>
The ''Maniac Mansion'' team desired to retain the structure of a text-based adventure game, but without the standard [[command-line interface]].<ref name="GamesTm-Retro"/> Gilbert and Winnick were frustrated by the genre's [[text parser]]s and frequent game over screens.<ref name="ClassicIntro"/> While in college, Gilbert had enjoyed ''[[Colossal Cave Adventure]]'' and the games of [[Infocom]], but he had "really wanted to see graphics".<ref name="GDC-Post"/><ref name=igninterview /> He found the inclusion of visuals in Sierra Entertainment games, such as ''King's Quest'', to be "a big improvement".<ref name=igninterview /> However, these games still require the player to type, and to guess which commands must be input.<ref name="GDC-Post" /><ref name=retrogamerlook /> In response, Gilbert designed a point-and-click [[graphical user interface]] that displays every possible command.<ref name="GDC-Post"/><ref name=retrogamerlook>{{cite journal |last=Wild |first=Kim |title=Developer Lookback LucasArts Part One |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=27 |date=July 20, 2006 |pages=32–39 |issn=1742-3155 |oclc=489477015}}</ref> Forty input commands were planned at first, but the number was gradually reduced to 12. As with AGI and [[Sierra's Creative Interpreter]], each command was [[Hard coding|integrated into the scripting language]].<ref name="GDC-Post"/><ref>{{cite book |last=Loguidice |first=Bill |last2=Barton |first2=Matt |title=Vintage Games |publisher=[[Focal Press]] |location=[[Burlington, MA]] |isbn=978-0-240-81146-8 |year=2009 |page=160}}</ref> Gilbert finished the ''Maniac Mansion'' engine—which he later named "Script Creation Utility for Maniac Mansion" ([[SCUMM]])—after roughly one year of work.<ref name="Edge"/> Although the game was designed for the Commodore 64, the SCUMM engine allowed it to be [[Porting of video games|ported]] easily to other platforms.<ref name="Edge"/><ref name="GamesTm-Retro"/>


After 18 to 24 months of development,<ref name="RG2011" /> ''Maniac Mansion'' debuted at the 1987 [[Consumer Electronics Show]] in [[Chicago]].<ref>{{cite journal| title = CES and COMDEX: A Tale Of Two Cities| magazine =[[COMPUTE!'s Gazette]] | issue = 87|date=August 1987| page = 14| first = Keith| last = Ferrell |publisher=General Media |location=[[New York City]] |issn=0737-3716 |oclc=649175217}}</ref> The game was released for the Commodore 64 and Apple II in October 1987.<ref>{{cite web |archiveurl=http://web.archive.org/web/20030624215636/www.lucasarts.com/20th/history_1.htm |title=20th Anniversary |publisher=[[LucasArts Entertainment Company LLC]] |archivedate=June 24, 2003|url=http://www.lucasarts.com/20th/history_1.htm}}</ref> While previous Lucasfilm Games products had been published by outside companies, ''Maniac Mansion'' was self-published. This became a trend at Lucasfilm.<ref name="Edge"/><ref>{{cite journal |title=The Complete History of ''Star Wars'' Videogames Episode&nbsp;II |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=53 |date=July 2008 |page=56 |issn=1742-3155 |oclc=489477015}}</ref> 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.<ref name="GDC-Post"/> March 1988 saw the release of an MS-DOS port,<ref name="GDC-Post"/> developed in part by Lucasfilm employees Aric Wilmunder and Brad Taylor.<ref name="RG2011" /> Ports for the Amiga, Atari ST and [[Nintendo Entertainment System]] (NES) followed.<ref name="GDC-Post"/>
The team originally envisioned 40&nbsp;verb commands, but it whittled the number down to the 12 it felt were essential. The commands were then [[Hard coding|integrated into the scripting language]] in a similar fashion Sierra did with its [[Adventure Game Interpreter]] and [[Sierra's Creative Interpreter]].<ref name="GDC-Post"/><ref>{{cite book |last=Loguidice |first=Bill |last2=Barton |first2=Matt |title=Vintage Games |publisher=[[Focal Press]] |location=[[Burlington, MA]] |isbn=978-0-240-81146-8 |year=2009 |page=160}}</ref> Gilbert believed that a complex game did not need a text parser, but rather an innovative use of the interactions between in-game objects. He showed the team a demonstration of Sierra games and then led a discussion about their [[user interface]] and gameplay issues. Gilbert finished the engine – which he later named "Script Creation Utility for Maniac Mansion" ([[SCUMM]]) – after around a year of development. It freed the developers from having to code the details in [[Low-level programming language|low-level language]].<ref name="Edge"/> Though the game had been designed with the Commodore 64 in mind, the SCUMM engine enabled easy [[porting]] of ''Maniac Mansion'' to other platforms.<ref name="Edge"/><ref name="GamesTm-Retro"/> Lucasfilm developers Aric Wilmunder and Brad Taylor would assist in the PC port of the script.<ref name="RG2011" />


==Nintendo Entertainment System version==
===Scripting and testing===
{{multiple image|footer=[[Douglas Crockford]] (left) managed and [[Tim Schafer]] (right) playtested the NES version. |image1=Douglas Crockford - Georgia Tech 2010.jpg |alt1=A grey-haired man with a grey beard wearing black jacket and grey shirt, talking with a whiteboard behind him.|width1=180 |image2=Tim Schafer 2011.jpg |alt2=A middle-aged man with a brown and grey bear wearing a black shirt and green jacket.|width2=108}}
At Gilbert's request, David Fox, who had previously worked on ''Labyrinth: The Computer Game'', assisted with ''Maniac Mansion''{{'}}s scripting.<ref name="youtube.com"/> Fox was between projects and planned to do a month's work on the game; however, he stayed on the project for roughly six months.<ref name="Edge"/> He discussed the game's events with Gilbert and Winnick, and used that information to create the rooms with the script.<ref name="GDC-Post"/> The developers added designated areas or "walk-boxes" that characters could traverse in the game world.<ref name="GrumpyIn9"/> Gilbert and Fox wrote the characters' dialog and choreographed the action. Fox expanded the game based on ideas he conceived while viewing Winnick's concept art, such as allowing players to place a hamster in the kitchen microwave.<ref name="Edge"/>
Published by [[Jaleco]] in September 1990,<ref>{{cite web |url=http://www.nintendo.com/consumer/gameslist/manuals/completeoldgameslist.pdf |archiveurl=http://www.webcitation.org/5v4hIOvNU |archivedate=December 18, 2010 |title=Classic Games List |publisher=[[Nintendo of America]]}}</ref> ''Maniac Mansion'' was the first NES release by Lucasfilm Games. Company management was occupied with other projects, and so the port received little attention until employee [[Douglas Crockford]] volunteered to direct it. The team used a modified version of the SCUMM engine called "NES SCUMM" for the port.<ref name="Expurgate"/> According to Crockford, "[One] of the main differences between the NES and PCs is that the NES can do certain things much faster".<ref name=crockfordnp>{{cite journal |title=NES Journal |magazine=Nintendo Power |publisher=Nintendo |location=Redmond, WA |issue=14 |date=July–August 1990 |page=88 |issn=1041-9551 |oclc=18893582}}</ref> The graphics had to be entirely redrawn to match the NES's [[display resolution]].<ref name="Expurgate"/> [[Tim Schafer]], who later designed ''Maniac Mansion''{{'}}s sequel ''[[Day of the Tentacle]]'', received his first professional credit as a playtester for the NES version of ''Maniac Mansion''.<ref>{{cite journal |title=In the Chair with Tim Schafer |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=22 |date=March 2, 2006 |page=40 |issn=1742-3155 |oclc=489477015}}</ref>


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".<ref name="GDC-Post" /> However, additional content was removed from the NES version to make it suitable for a younger audience, and to conform with Nintendo's policies.<ref name="RG2011" /> 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.<ref name="Expurgate"/>
Gilbert wanted players to enjoy ''Maniac Mansion'' and not be punished for applying real world logic. In the Sierra game [[Space Quest&nbsp;II]], the player can get killed by merely picking up broken glass and bleed to death with no prior warning. Fox asserted that "I know that in the real world I can successfully pick up a broken piece of mirror without dying" and characterized such game design as "sadistic". The team wanted to avoid illogical "surprise deaths" to spare players from having to regularly reload the game from a previous [[save state]].<ref name="Edge"/> As a result, the group created a number of possibilities to give the player more freedom. While there are several ways players can get the characters killed in Maniac Mansion, they're almost impossible to do except intentionally. While scripting the game, however, the designers realized that the number of characters resulted in a very complex game with a number of flaws, particularly dead ends that prevented the player from completing the game. To address these issues, they often revised the puzzles. In retrospect, Gilbert acknowledged that the fact that Lucasfilm Games had only one tester allowed many errors to go undetected.<ref name="GDC-Post"/> Gilbert's uncle also helped as an outside play-tester. Each week, Gilbert would mail him a [[floppy disk]] of the game's latest build.<ref>{{cite interview |last=Gilbert |first=Ron |authorlink=Ron Gilbert |interviewer=[[Tim Schafer]] |title=''Double Fine Adventure''! // Ron Gilbert's Words of Wisdom to Tim Schafer |publisher=2 Player Productions |date=January 13, 2012 |url=http://www.youtube.com/watch?v=re_LWmRJK-g |accessdate=June 26, 2012}}</ref>


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 [[classical sculpture]] and a poster of a mummy in a [[Playboy Playmate|Playmate]] 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. In retrospect, Crockford commented that such policies made for "bland" products, and he called Nintendo a "jealous god".<ref name="Expurgate"/>
The PC, Amiga, and Atari ST versions of the game came with a booklet called ''Nuke'm Alarms'' – named after the security system that protects the mansion – that served as [[copy protection]] for the corresponding piece of software. The booklet contained a list of codes that had to be entered to disarm the mansion's nuclear security device and open the door at the top of the foyer.<ref>{{cite video game |title=Maniac Mansion |developer=Lucasfilm Games |publisher=Lucasfilm Games |date=1987 |platform=PC |scene=Top of the mansion's foyer |quote='''Security device:''' Use of unauthorized access codes may cause mondo-damage. Use with caution! Call 1-800-555-NUKM for other fine security products from Nuk'm Alarms."}}</ref> The codes (which were Commodore graphics characters) were printed on a special paper so that they could not be easily photocopied; players had to use a special cellophane lens to read the codes.<ref>{{cite web |last=Ben-Raphael |first=Yoav |title=Maniac Mansion |publisher=Adventure Gaming Classic |date=October 8, 1998 |accessdate=December 24, 2012 |url=http://www.adventureclassicgaming.com/index.php/site/reviews/84/}}</ref> They were given three opportunities to enter the codes correctly, after which the mansion would explode, ending the game. Moreover, if the player tries to use Bernard to disarm the security device, the mansion automatically explodes.<ref>{{cite video game |title=Maniac Mansion |developer=Lucasfilm Games |publisher=Lucasfilm Games |date=1987 |platform=PC |scene=Top of the mansion's foyer |quote='''Bernard:''' "Oh yeah, Nuk'm Alarms. I read about them in ''Geek Weekly''. This system should be easy to crack! Here, let me give it a try." (Transitions to a cutscene of the mansion's explosion and subsequent [[Game Over]])}}</ref> Although the designers had intended for the copy protection codes to be in the original Commodore and Apple versions, they had to be left out because of insufficient disk space and instead an on-disk protection was used.{{citation needed|date=December 2012}} When the game was ported to the NES, the copy protection device and script was inadvertently left in the game, hidden behind a statue. According to developer David Warhol, players could interact with the now-invisible device and subsequently cause a "[[game over]]".<ref name="Warhol">{{cite interview |last=Warhol |first=David |title=LucasArts' Secret History: ''Maniac Mansion'': Memories from the developers, and music downloads |publisher=The International House of Mojo |date=January 29, 2008 |accessdate=December 24, 2012 |url=http://mixnmojo.com/features/sitefeatures/LucasArts-Secret-History-Maniac-Mansion/4}}</ref>


[[File:George A. Sanger at Blockparty 2008.jpg|thumb|left|[[George Sanger (musician)|George "The Fat Man" Sanger]] and his band contributed to the NES port's music.]]
==Release==
In contrast to its previous games, where Lucasfilm Games had been only the developer and had used external publishers, the company started taking on the role of publisher with ''Maniac Mansion''.<ref name="Edge"/><ref>{{cite journal |title=The Complete History of ''Star Wars'' Videogames – Episode&nbsp;II |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=53 |date=July 2008 |page=56 |issn=1742-3155 |oclc=489477015}}</ref> Lucasfilm Games hired Ken Macklin, whom Winnick knew, to design the packaging's 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.<ref name="GDC-Post"/>


Lucasfilm Games re-submitted the edited version of ''Maniac Mansion'' to Nintendo, which then manufactured 250,000 cartridges.<ref name="Ultimate">{{cite book |title=Ultimate History of Video Games |first=Steven |last=Kent |chapter=The New Empire |pages=365–366 |publisher=[[Prima Publishing]] |location=[[Roseville, CA]] |isbn=978-0-7615-3643-7 |year=2001}}</ref> Each cartridge was fitted with a battery back-up to save data.<ref name="Collector">{{cite book |title=Digital Press Video Game Collector's Guide |publisher=Digital Press |location=[[Pompton Lakes, NJ]] |first=Joe |last=Santulli |edition=7 |year=2002 |isbn=978-0-9709807-0-0}}</ref> Nintendo announced the port through its [[Nintendo Power|official magazine]] in early 1990, and it provided further coverage later that year.<ref name="NP-14" /><ref name="NP-11">{{cite journal |title=Gossip Galore |magazine=Nintendo Power |publisher=Nintendo |location=Redmond, WA |date=March–April 1990 |issue=11 |page=93 |issn=1041-9551 |oclc=18893582}}</ref> The ability to microwave a hamster remained in the game, which Crockford cited as an example of the censors' contradictory criteria.<ref name="Expurgate"/><ref name="Collector"/> However, Nintendo later noticed it and demanded its removal. After the first batch of cartridges was sold, Jaleco was forced to remove the content from future shipments.<ref name="Ultimate"/><ref name="Collector"/> ''Maniac Mansion'' was one of four games in the NES library—alongside ''[[Shadowgate]]'', ''[[F-15 Strike Eagle (video game)|F-15 Strike Eagle]]'' and ''[[Déjà Vu (video game)|Déjà Vu]]''—to be translated into [[Swedish language|Swedish]].<ref>{{cite web |last=Kilpeläinen |first=Jyri |title=Top 5 Scandinavian exclusive console games |publisher=Polarcade |date=June 12, 2011 |accessdate=September 4, 2011 |url=http://www.polarcade.com/2011/06/12/top-5-scandinavian-exclusive-console-games/ |archiveurl=https://web.archive.org/web/20120331163911/http://www.polarcade.com/2011/06/12/top-5-scandinavian-exclusive-console-games/ |archivedate=March 31, 2012}}</ref> The Japanese release lacks certain visual and musical elements, but it features [[flip-screen]] scrolling and modified character graphics.<ref name="RG2011" />
After around 18 to 24&nbsp;months of development,<ref name="RG2011" /> the game debuted at the 1987 [[Consumer Electronics Show]] in [[Chicago]].<ref>{{cite journal| title = CES and COMDEX: A Tale Of Two Cities| magazine =[[COMPUTE!'s Gazette]] | issue = 87|date=August 1987| page = 14| first = Keith| last = Ferrell |publisher=General Media |location=[[New York City]] |issn=0737-3716 |oclc=649175217}}</ref> The game was initially released for the Commodore&nbsp;64 and Apple&nbsp;II in October 1987.<ref>{{cite web |archiveurl=http://web.archive.org/web/20030624215636/www.lucasarts.com/20th/history_1.htm |title=20th Anniversary |publisher=[[LucasArts Entertainment Company LLC]] |archivedate=June 24, 2003|url=http://www.lucasarts.com/20th/history_1.htm}}</ref> After a [[Toys "R" Us]] customer complained about the word "lust" on the back cover, the store pulled the game from its shelves until Lucasfilm Games altered the box. In March 1988, the PC port was released which used slightly more detailed title screen graphics. Ports for the Amiga, Atari ST, and NES followed.<ref name="GDC-Post"/>


Late in development, Jaleco commissioned [[Realtime Associates]] to provide background music, which no previous version of ''Maniac Mansion'' had featured. Realtime Associates' founder and president David Warhol noted that "video games at that time had to have 'wall to wall' music". He brought in [[George Sanger (musician)|George "The Fat Man" Sanger]] and his band, along with [[David Hayes (musician)|David Hayes]], to compose the score. Their goal was to create songs that suited each character, such as a [[punk rock]] theme for Razor, an [[electronic rock]] theme for Bernard and a version of [[Thin Lizzy]]'s "[[The Boys Are Back in Town]]" for Dave Miller. Warhol translated their work into NES [[chiptune]] music.<ref name="Warhol">{{cite interview |last=Warhol |first=David |title=LucasArts' Secret History: ''Maniac Mansion'': Memories from the developers, and music downloads |publisher=The International House of Mojo |date=January 29, 2008 |accessdate=December 24, 2012 |url=http://mixnmojo.com/features/sitefeatures/LucasArts-Secret-History-Maniac-Mansion/4}}</ref>
===Nintendo Entertainment System version===
{{multiple image|footer=[[Douglas Crockford]] (left) managed the conversion process for the game's [[Nintendo Entertainment System]] version, while [[Tim Schafer]] (right) play-tested the port. |image1=Douglas Crockford - Georgia Tech 2010.jpg |alt1=A grey-haired man with a grey beard wearing black jacket and grey shirt, talking with a whiteboard behind him.|width1=180 |image2=Tim Schafer 2011.jpg |alt2=A middle-aged man with a brown and grey bear wearing a black shirt and green jacket.|width2=108}}
Published by [[Jaleco]] in September 1990,<ref>{{cite web |url=http://www.nintendo.com/consumer/gameslist/manuals/completeoldgameslist.pdf |archiveurl=http://www.webcitation.org/5v4hIOvNU |archivedate=December 18, 2010 |title=Classic Games List |publisher=[[Nintendo of America]]}}</ref> ''Maniac Mansion'' was Lucasfilm Games' first NES release. The developer was unable to properly focus on the project owing to a large workload; therefore, [[Douglas Crockford]] volunteered to manage it. The studio used a modified version of the SCUMM engine titled "NES SCUMM" for the port.<ref name="Expurgate"/> Crockford noted that "one of the main differences between the NES and PCs is that the NES can do certain things much faster".<ref name=crockfordnp>{{cite journal |title=NES Journal |magazine=Nintendo Power |publisher=Nintendo |location=Redmond, WA |issue=14 |date=July–August 1990 |page=88 |issn=1041-9551 |oclc=18893582}}</ref> Developer [[Tim Schafer]], who would go on to develop other Lucasfilm games such as ''Maniac Mansion''{{'}}s sequel ''[[Day of the Tentacle]]'', play-tested the port; this was Schafer's first professional credit.<ref>{{cite journal |title=In the Chair with Tim Schafer |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=22 |date=March 2, 2006 |page=40 |issn=1742-3155 |oclc=489477015}}</ref> The studio had to completely redraw the game's graphics to conform with the NES's [[display resolution]] requirements.<ref name="Expurgate"/>

During its initial development for home computers, Lucasfilm Games censored profanity in the game; for instance, the company forced the developers to change Dave Miller's opening line of "Don't be a shit head" to "Don't be a tuna head".<ref>[https://www.youtube.com/watch?v=Q6IYgWh-qnY&feature=youtu.be&t=40m54s GameSpot, "Storytime with Ron Gilbert - PAX Australia 2013 Keynote"], ''Ron Gilbert'', 7 July 2013, accessed 21 March 2015</ref> However, for the NES version, the designers had to remove further content so that it was suitable for younger audiences and according to Nintendo's policies.<ref name="RG2011" /> Jaleco USA president Howie Rubin advised Crockford about what content Nintendo might object, such as any usage of the word "kill" in the game. However, Crockford's interpretation of the NES Game Standards Policy led him to believe that other elements might also conflict with it, so he sent a list of questionable content to Jaleco. Its staff believed that the content was reasonable, and Lucasfilm Games submitted ''Maniac Mansion'' to Nintendo.<ref name="Expurgate"/>

A month after submitting the game, Nintendo of America sent Lucasfilm Games a report that outlined offensive on-screen text and nude graphics that it wanted removed. Crockford further modified the content to comply, while trying to maintain the game's essential aspects. For example, Nintendo wanted the developers to remove graffiti in a room that provided players with hints on how to activate a story event; unable to remove it without also removing the hints, the designers shortened the message. Nintendo listed objectionable dialog lines that needed to be changed, including many of Nurse Edna's sexually suggestive lines. They also removed the line from one of Dr. Fred's cutscene in which he said "getting your pretty brains sucked out"; not saying right away what part of the line was offensive, they clarified, saying that "sucked" was deemed too graphic. Crockford changed the word to "removed" and also removed a poster that said "[[disco]] sucks" from the green tentacle's bedroom to be consistent with their wishes. The nudity Nintendo outlined encompassed a poster of a mummy in a playmate pose, a swimsuit calendar, and a classical statue of reclining woman. The studio removed the poster and calendar, but they fought to keep the statue, claiming that it was modeled after a [[Michelangelo]] sculpture. The censors suggested an alteration, but Lucasfilm Games ultimately removed the object. Nintendo of America also objected to the phrase "NES SCUMM" in the end credits, which Crockford removed but not without questioning why the censors had overlooked the more offensive content. In retrospect, Crockford felt that such standards resulted in "bland" products and called Nintendo a "jealous god".<ref name="Expurgate"/>

[[File:George A. Sanger at Blockparty 2008.jpg|thumb|left|[[George Sanger (musician)|George "The Fat Man" Sanger]] and his band helped contribute to the NES port's music.]]

After implementing the changes, Lucasfilm Games re-submitted ''Maniac Mansion'' to Nintendo, which then manufactured 250,000&nbsp;cartridges.<ref name="Expurgate"/><ref name="Ultimate">{{cite book |title=Ultimate History of Video Games |first=Steven |last=Kent |chapter=The New Empire |pages=365–366 |publisher=[[Prima Publishing]] |location=[[Roseville, CA]] |isbn=978-0-7615-3643-7 |year=2001}}</ref> The NES cartridge features a battery back-up to save data,<ref name="Collector">{{cite book |title=Digital Press Video Game Collector's Guide |publisher=Digital Press |location=[[Pompton Lakes, NJ]] |first=Joe |last=Santulli |edition=7 |year=2002 |isbn=978-0-9709807-0-0}}</ref> and a prototype NES cartridge with the original content is rumored to exist.<ref name="Collector"/><ref name="GamePlayer">{{cite journal |magazine=''Game Player's Strategy Guide to Nintendo Games'' |title=''Maniac Mansion'' |publisher=Signal Research, Inc. |location=[[Greensboro, NC]] |year=1990 |volume=3 |issue=2 |pages=6, 10 |issn=1042-3133 |oclc=34042091}}</ref> In early 1990, Nintendo announced the port in its [[Nintendo Power|official magazine]] and provided further coverage later in the year.<ref name="NP-14" /><ref name="NP-11">{{cite journal |title=Gossip Galore |magazine=Nintendo Power |publisher=Nintendo |location=Redmond, WA |date=March–April 1990 |issue=11 |page=93 |issn=1041-9551 |oclc=18893582}}</ref> The ability to microwave a hamster remained in the game, which Crockford cited as an example of the censors' confusing criteria.<ref name="Expurgate"/><ref name="Collector"/> However, Nintendo later noticed it and demanded its removal. Originally, there was only one printing of the NTSC version of the game, meaning that only PAL-region copies were affected. A second run of the game for NTSC regions then removed this content.<ref name="GamesTm-Retro"/><ref name="Collector"/> After the first batch of cartridges was sold, Nintendo made Jaleco remove the content in future releases.<ref name="Ultimate"/><ref name="Collector"/> The Japanese release omitted some graphical and musical elements, featured [[flip-screen]] scrolling, and had alterations to the characters' appearances.<ref name="RG2011" /> ''Maniac Mansion'' was one of four games in the NES library – along with ''[[Shadowgate]]'', ''[[F-15 Strike Eagle (video game)|F-15 Strike Eagle]]'', and ''[[Déjà Vu (video game)|Déjà Vu]]'' – to be translated into [[Swedish language|Swedish]].<ref>{{cite web |last=Kilpeläinen |first=Jyri |title=Top 5 Scandinavian exclusive console games |publisher=Polarcade |date=June 12, 2011 |accessdate=September 4, 2011 |url=http://www.polarcade.com/2011/06/12/top-5-scandinavian-exclusive-console-games/}}</ref>

The port's music was handled by [[Realtime Associates]]. Late in development, Jaleco asked the company to provide background music, noting that port lacked it and despite the lack of background music in all previous ports. Realtime Associates' founder and president David Warhol noted that "video games at that time had to have 'wall to wall' music". Warhol went to [[George Sanger (musician)|George "The Fat Man" Sanger]] and his band ''Team Fat'', and [[David Hayes (musician)|David Hayes]] to write the background music, while Warhol worked on translating them to NES [[chiptune]] music. The musicians composed music to best suit the characters, such as a [[punk rock]] theme for Razor, an [[electronic rock]] theme for Bernard, a surfer-based theme for Jeff, and a Hayes-inspired version of [[Thin Lizzy]]'s "[[The Boys Are Back in Town]]" for the main protagonist Dave.<ref name="Warhol" />
{{-}}


==Reception==
==Reception==
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| rev7Score = 89%<ref name=meanmachines>{{cite journal |last=Rignall |first=Julian |authorlink=Julian Rignall |last2=Laurence |first2=Edward |title=''Maniac Mansion'' review – Nintendo Entertainment System |magazine=[[Mean Machines]] |issue=15 |date=December 1991 |pages=67–68 |accessdate=July 18, 2011 |url=http://www.meanmachinesmag.co.uk/pdf/maniacmansionnes.pdf |format=pdf |issn=0960-4952 |oclc=500020318 |publisher=EMAP |location=Peterborough}}</ref>
| rev7Score = 89%<ref name=meanmachines>{{cite journal |last=Rignall |first=Julian |authorlink=Julian Rignall |last2=Laurence |first2=Edward |title=''Maniac Mansion'' review – Nintendo Entertainment System |magazine=[[Mean Machines]] |issue=15 |date=December 1991 |pages=67–68 |accessdate=July 18, 2011 |url=http://www.meanmachinesmag.co.uk/pdf/maniacmansionnes.pdf |format=pdf |issn=0960-4952 |oclc=500020318 |publisher=EMAP |location=Peterborough}}</ref>
}}
}}
Keith Farrell of ''[[Compute!'s Gazette]]'' was struck by ''Maniac Mansion''{{'}}s similarity to film, particularly in its use of cutscenes to impart "information or urgency". He lauded the game's graphics, animation and high level of detail.<ref name=compute>{{cite journal |last=Ferrell |first=Keith |title=''Maniac Mansion'' |date=November 1987 |magazine=COMPUTE!'s Gazette |publisher=General Media |location=New York City |issue=53 |pages=35–36 |issn=0737-3716 |oclc=649175217}}</ref> ''[[Commodore User]]''{{'}}s Bill Scolding and three reviewers from ''[[Zzap!64]]'' compared the game to ''[[The Rocky Horror Picture Show]]''.<ref name=zzap/><ref name=commodoreuser>{{cite journal |last=Scolding |first=Bill |date=December 1987 |title=''Maniac Mansion'' |magazine=[[Commodore User]] |publisher=EMAP |location=Peterborough |issue=51 |page=42 |issn=0265-721X |oclc=124015983}}</ref> Further comparisons were drawn to ''[[Psycho (1960 film)|Psycho]]'', ''[[Friday the 13th (franchise)|Friday the 13th]]'', ''[[The Texas Chain Saw Massacre]]'', ''[[The Addams Family]]'' and ''[[Scooby-Doo]]''.<ref name=zzap/><ref name=commodoreuser/><ref name="Questbusters"/> Russ Ceccola of ''Commodore Magazine'' found the cutscenes to be creative and well made, and he commented that the "characters are distinctively Lucasfilm's, bringing facial expressions and personality to each individual character".<ref name=commodoremagazine>{{cite journal |last=Ceccola |first=Russ |date=March 1988 |title=''Maniac Mansion'' |magazine=Commodore Magazine |publisher = Commodore Magazine, Inc. |location=West Chester, PA |pages=22–23 |issn=0814-5741 |oclc=216544886}}</ref> In ''Compute!'', [[Orson Scott Card]] praised the game's humor, cinematic storytelling and lack of violence. He called it "compellingly good" and evidence of Lucasfilm's push "to make computer games a valid storytelling art."<ref name="card198812">{{cite journal |last=Card |first=Orson Scott |authorlink=Orson Scott Card | title=Gameplay |magazine=Compute! |publisher=COMPUTE! Publications, Inc. |location=New York City |issn=0737-3716 |oclc=649175217 |issue=103 |date=December 1988 |url=https://archive.org/stream/1988-12-compute-magazine/Compute_Issue_103_1988_Dec#page/n13/mode/2up |accessdate=November 10, 2013 |page=12}}</ref>
<!--Commodore 64 reviews-->
''Maniac Mansion'' was well received by critics, and several reviewers likened the game to films. ''[[Commodore User]]''{{'}}s Bill Scolding and ''[[Zzap!64]]''{{'}}s three reviewers – Paul Summer, [[Julian Rignall]], and [[Steve Jarratt]] – compared it to ''[[The Rocky Horror Picture Show]]''.<ref name=zzap/><ref name=commodoreuser/> Other comparisons were drawn to ''[[Psycho (1960 film)|Psycho]]'', ''[[Friday the 13th (franchise)|Friday the 13th]]'', ''[[The Texas Chain Saw Massacre]]'', ''[[The Addams Family]]'', and ''[[Scooby-Doo]]''.<ref name=zzap/><ref name=commodoreuser/><ref name="Questbusters"/> ''[[Compute!'s Gazette]]''{{'}}s Keith Farrell cited ''Maniac Mansion''{{'}}s similarity to films, particularly with its use of cutscenes to add "information or urgency". He lauded the game's high level of detail along with its graphics and animation, writing, "Each of the teenagers is fully realized, with features and wardrobe that are wholly in character."<ref name=compute>{{cite journal |last=Ferrell |first=Keith |title=''Maniac Mansion'' |date=November 1987 |magazine=COMPUTE!'s Gazette |publisher=General Media |location=New York City |issue=53 |pages=35–36 |issn=0737-3716 |oclc=649175217}}</ref> In later issues, editor [[Orson Scott Card]] praised the game's humor, cinematic storytelling, and lack of violence. He called it "a compellingly good game" and evidence that Lucasfilm was helping "to make computer games a valid storytelling art",<ref name="card198812">{{cite journal |last=Card |first=Orson Scott |authorlink=Orson Scott Card | title=Gameplay |magazine=Compute! |publisher=COMPUTE! Publications, Inc. |location=New York City |issn=0737-3716 |oclc=649175217 |issue=103 |date=December 1988 |url=https://archive.org/stream/1988-12-compute-magazine/Compute_Issue_103_1988_Dec#page/n13/mode/2up |accessdate=November 10, 2013 |page=12}}</ref> and Shay Addams wrote in the magazine that "the interface, graphics, and warped comedy make ''Maniac Mansion'' a must-explore for fans of both horror and humor".<ref name="addams198910">{{cite journal |last=Addams |first=Shay |title=Nightmare on Game Street |magazine=Compute! |publisher=COMPUTE! Publications, Inc. |location=New York City |issn=0737-3716 |oclc=649175217 |issue=113 |date=October 1989 |pages=106–110 |url=https://archive.org/stream/1989-10-compute-magazine/Compute_Issue_113_1989_Oct#page/n107/mode/2up |accessdate=November 11, 2013}}</ref> ''Commodore Magazine''{{'}}s Russ Ceccola praised its cutscenes as creative and high-quality. He called the ending "unforgettable" and praised the game's audio-visuals; Ceccola noted that the "characters are distinctively Lucasfilm's, bringing facial expressions and personality to each individual character". He ended by recommending readers to buy ''Maniac Mansion'', as it would please fans of the genre.<ref name=commodoremagazine>{{cite journal |last=Ceccola |first=Russ |date=March 1988 |title=''Maniac Mansion'' |magazine=Commodore Magazine |publisher = Commodore Magazine, Inc. |location=West Chester, PA |pages=22–23 |issn=0814-5741 |oclc=216544886}}</ref>


German magazine ''Happy-Computer'' commended the point-and-click interface and likened it to that of ''[[Uninvited (video game)|Uninvited]]'' by [[ICOM Simulations]]. The publication highlighted ''Maniac Mansion''{{'}}s graphics, originality and overall enjoyability: one of the writers called it the best adventure title yet released.<ref>{{cite journal |last=Schneider |first=Boris |last2=Lenhardt |first2=Heinrich |title=''Maniac Mansion'' |magazine=Happy-Computer |publisher = Markt+Technik Verlag| language=German |date=April 1986 |url=http://www.kultpower.de/powerplay_datenbank.php3?game_id=605 |accessdate=July 18, 2011}}</ref> ''Happy-Computer'' later reported that ''Maniac Mansion'' was the highest-selling video game in [[West Germany]] for three consecutive months.<ref>{{cite journal |title=German gamers pick ''Maniac'' |magazine=VideoGames & Computer Entertainment |publisher=Larry Flynt Publications |location=Beverly Hills, CA |issue=4 |date=May 1989 |page=14 |issn=1059-2938 |oclc=25300986}}</ref> The game's humor received praise from ''Zzap!64'', whose reviewers called the point-and-click controls "tremendous" and the total package "innovative and polished".<ref name=zzap>{{cite journal |last=Summer |first=Paul |last2=Rignall |first2=Julian |last3=Jarratt |first3=Steve |authorlink2=Julian Rignall | authorlink3=Steve Jarratt |date=December 1987 | title=''Maniac Mansion'' |magazine=[[Zzap!64]] |publisher = Newsfield Publications |location=Ludlow |issue=32 |pages=12–13 |issn=0954-867X |oclc=470391346}}</ref> Shay Addams of ''Questbusters: The Adventurer's Newsletter'' preferred ''Maniac Mansion''{{'}}s interface to that of ''Labyrinth: The Computer Game''. He considered the game to be Lucasfilm's best, and he recommended it to Commodore 64 and Apple II users unable to run titles with better visuals, such as those from Sierra Entertainment.<ref name="Questbusters">{{cite journal |last=Addams |first=Shay |title=''Maniac Mansion'' |magazine=Questbusters: The Adventurer's Newsletter |publisher=Addams Expedition |location=[[Wayne, PA]] |date=August 1987 | volume=4 | issue=8 |pages=3, 9}}</ref> A writer for ''[[ACE (games magazine)|ACE]]'' enjoyed the game's animation and depth, but he noted that fans of text-based adventures would dislike the game's simplicity.<ref name=ace>{{cite journal |author=The Pilgrim |title=''Maniac Mansion'' |issue=2 |date=November 1987 |magazine=[[ACE (games magazine)|ACE]] |publisher =Future Publishing |location=Bath, Somerset |page=89}}</ref>
<!--Commodore 64 reviews part 2-->
''Zzap!64''{{'}}s reviewers praised the game's humor and called its point-and-click control "tremendous"; they concluded by describing the game as "innovative and polished".<ref name=zzap>{{cite journal |last=Summer |first=Paul |last2=Rignall |first2=Julian |last3=Jarratt |first3=Steve |authorlink2=Julian Rignall | authorlink3=Steve Jarratt |date=December 1987 | title=''Maniac Mansion'' |magazine=[[Zzap!64]] |publisher = Newsfield Publications |location=Ludlow |issue=32 |pages=12–13 |issn=0954-867X |oclc=470391346}}</ref> ''[[ACE (games magazine)|ACE]]'' magazine's reviewer enjoyed the game's animation, multi-character gameplay, and depth, and called it "one of the better pics n' action games on the market". The reviewer enjoyed the game but commented that "traditional adventurers" wouldn't as much.<ref name=ace>{{cite journal |author=The Pilgrim |title=''Maniac Mansion'' |issue=2 |date=November 1987 |magazine=[[ACE (games magazine)|ACE]] |publisher =Future Publishing |location=Bath, Somerset |page=89}}</ref> Scolding noted ''Maniac Mansion''{{'}}s "flash graphics and black humour" and finished by calling the game one of the best of its kind.<ref name=commodoreuser>{{cite journal |last=Scolding |first=Bill |date=December 1987 |title=''Maniac Mansion'' |magazine=[[Commodore User]] |publisher=EMAP |location=Peterborough |issue=51 |page=42 |issn=0265-721X |oclc=124015983}}</ref> German magazine ''Happy-Computer'' compared the cinematic cutscene usage to earlier Lucasfilm titles ''Koronis Rift'' and ''Labyrinth: The Computer Game'', and the menu system to [[ICOM Simulations]]' ''[[Uninvited (video game)|Uninvited]]''. The reviewers lauded the game's user-friendly menu system, graphics, originality, and overall enjoyability; one of the reviewers called it the best adventure title at the time.<ref>{{cite journal |last=Schneider |first=Boris |last2=Lenhardt |first2=Heinrich |title=''Maniac Mansion'' |magazine=Happy-Computer |publisher = Markt+Technik Verlag| language=German |date=April 1986 |url=http://www.kultpower.de/powerplay_datenbank.php3?game_id=605 |accessdate=July 18, 2011}}</ref> The magazine later reported that it was [[West Germany]]'s highest-selling video game for three straight months.<ref>{{cite journal |title=German gamers pick ''Maniac'' |magazine=VideoGames & Computer Entertainment |publisher=Larry Flynt Publications |location=Beverly Hills, CA |issue=4 |date=May 1989 |page=14 |issn=1059-2938 |oclc=25300986}}</ref>


===Ports===
<!--Contemporary reviews-->
Reviewing the MS-DOS and [[Atari ST]] ports, a critic from ''[[The Games Machine]]'' called ''Maniac Mansion'' "an enjoyable romp" that was structurally superior to later [[LucasArts adventure games]]. However, the writer noticed poor [[pathfinding]] and disliked the limited audio.<ref name=gamesmachine /> Reviewers for ''[[The Deseret News]]'' lauded the audiovisuals and considered the product "wonderful fun".<ref name=deseretnews>{{cite news |last=Peterson |first=Franklynn |last2=K-Turkel |first2=Judi |date=April 30, 1989 |title=We Had to Reconsider Bombing ''Platoon'' Game; ''Maniac Mansion'', ''Dive Bomber'' are Good Fun, Too |url=http://www.deseretnews.com/article/44671/WE-HAD-TO-RECONSIDER-BOMBING-PLATOON-GAME-MANIAC-MANSION-DIVE-BOMBER-ARE-GOOD-FUN-TOO.html |newspaper=[[The Deseret News]] |accessdate=February 2, 2011}}</ref> ''[[Computer Gaming World]]''{{'}}s [[Charles Ardai]] praised the game for attaining "the necessary and precarious balance between laughs and suspense that so many comic horror films and novels lack". Although he faulted the control system's limited options, he hailed it as "one of the most comfortable ever devised".<ref name=cgw /> Writing for ''[[VideoGames & Computer Entertainment]]'', Bill Kunkel and Joyce Worley stated that the game's plot and premise were typical of the horror genre; but they praised the interface and execution.<ref>{{cite journal |last=Kunkel |first=Bill |last2=Worley |first2=Joyce |title=Spooky Software |magazine=[[VideoGames & Computer Entertainment]] |publisher=[[Larry Flynt Publications]] |location=[[Beverly Hills, CA]] |issue=10 |date=September 1989 |page=62 |issn=1059-2938 |oclc=25300986}}</ref>
In more recent reviews, [[Eurogamer]]{{'}}s Kristan Reed praised the game's "ambitious" design, citing the cast of characters, "elegant" interface, and writing.<ref name="EuroGamer"/> Game designer [[Sheri Graner Ray]] listed ''Maniac Mansion'' as an example of a game that challenged the "[[damsel in distress]]" concept by including female protagonists.<ref name="graner">{{cite book |first=Sheri |last=Graner Ray |authorlink=Sheri Graner Ray |title=Gender Inclusive Game Design: Expanding the Market |page=24 |publisher=Charles River Media |location=[[Hingham, MA]] |year=2003 |isbn=978-1-58450-239-5}}</ref> However, writer [[Mark Dery]] commented that rescuing the kidnapped cheerleader reinforced negative [[gender role]]s.<ref>{{cite book |title=Flame Wars: The Discourse of Cyberculture |first=Mark |last=Déry |authorlink=Mark Dery |publisher=[[Duke University Press]] |location=[[Durham, NC]] |year=1994 |chapter=[[Anne Balsamo]] |page=152 |isbn=978-0-8223-1540-7}}</ref> In choosing the top ten all-time games for the Commodore&nbsp;64, ''[[Retro Gamer]]'' stated that ''Maniac Mansion'' and ''Zak McKracken'' were equally good, but it selected the latter because of ''Maniac Mansion''{{'}}s prominence.<ref>{{cite journal |title=Commodore 64 – Perfect Ten Games |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=30 |date=October 12, 2006 |page=25 |issn=1742-3155 |oclc=489477015}}</ref> In another issue, editor Ashley Day listed the game as having his favorite ending – the mansion's explosion upon pressing an unexpected button.<ref>{{cite journal |last=Day |first=Ashley |title=Retrobates – Favourite Game Ending |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=27 |date=July 20, 2006 |page=3 |issn=1742-3155 |oclc=489477015}}</ref> In 2009, [[IGN]] staff named ''Maniac Mansion'' one of the ten best LucasArts adventure games.<ref>{{cite web |url=http://pc.ign.com/articles/104/1046144p1.html |title=Top 10 LucasArts Adventure Games |publisher=IGN |date=November 17, 2009 |accessdate=February 9, 2011}}</ref> Richard Cobbett of ''[[PC Gamer]]'' called it "one of the most intricate and important adventure games ever made", citing the SCUMM interface and its establishment of a legacy for Lucasfilm Games during this time.<ref name="Cobbett">{{cite web |last=Cobbett |first=Richard |title=Saturday Crapshoot – ''Maniac Mansion'' (TV) |publisher=''[[PC Gamer]]'' |date=July 23, 2011 |accessdate=August 11, 2011 |url=http://www.pcgamer.com/2011/07/23/saturday-crapshoot-maniac-mansion-tv/}}</ref>


Reviewing ''Maniac Mansion''{{'}}s Amiga version, Simon Byron of ''[[The One (magazine)|The One Amiga]]'' praised the game for retaining "charm and humour" six years after its first appearance. However, he believed that its art direction had become "tacky" compared to more recent titles.<ref name=oneamiga>{{cite journal |last=Byron |first=Simon |date=June 1993 |title=Cheapos! |magazine=[[The One (magazine)|The One Amiga]] |publisher=[[EMAP]] |location=[[Peterborough]] |issue=57 |page=90 |issn=0962-2896 |oclc=225907628}}</ref> Stephen Bradly of ''[[Amiga Format]]'' found the game derivative, but he encountered "loads of visual humour" in it; and he added, "Strangely, it's quite compelling after a while."<ref name=amigaformat>{{cite journal |last=Bradly |first=Stephen |date=August 1993 |title=Budget Reviews |magazine=[[Amiga Format]] |publisher=Future Publishing |location=Bath, Somerset |issue=49 |page=96 |issn=0957-4867 |oclc=225912747}}</ref> Michael Labiner of Germany's ''Amiga Joker'' considered ''Maniac Mansion'' to be one of the best adventure games for the system. He noted minor graphical flaws, such as a limited color palette, but he argued that the gameplay made up for such shortcomings.<ref>{{cite journal |last=Labiner |first=Michael |title=''Maniac Mansion'' |magazine=Amiga Joker |publisher = Joker Verlag |language=German |volume=1990 |date=February 1990 |url=http://www.kultpower.de/external_frameset.php3?site=amigajoker_testbericht.php3%3Fim%3Dmaniacmansion.jpg%26backurl%3Dindex_main2.php3 |accessdate=July 18, 2011 |issue=2}}</ref> Writing for ''Datormagazin'' in Sweden, Ingela Palmér commented that the Amiga and Commodore 64 versions of ''Maniac Mansion'' were nearly identical. She criticized the graphics and gameplay of both releases, but she believed the game to be highly enjoyable regardless.<ref>{{cite journal |last=Palmér |first=Ingela |title=Alla har ett fånigt flin – ''Maniac Mansion'' (Lucasfilm) |magazine=Datormagazin |publisher = Egmont Tidskrifter |language=Swedish |volume=1990 |date=March 1990 |page=29 |issue=6}}</ref>
=== Reception of ports ===
<!--Multi-format reviews-->
''Maniac Mansion'' was also well received in multi-format reviews, including the Commodore&nbsp;64, Apple&nbsp;II, and PC versions. In noting the game's parodic nature, ''Questbusters: The Adventurer's Newsletter'' editor Shay Addams wrote that the SCUMM system worked better than the wheel used in ''Labyrinth: The Computer Game'', calling it an improvement from [[Interplay Entertainment|Interplay]]'s title ''[[Tass Times in Tonetown]]''. He concluded by writing that ''Maniac Mansion'' was Lucasfilm's best title released and that it is a good buy for Commodore&nbsp;64 and Apple&nbsp;II users who were unable to play games with better visuals such as from Sierra Entertainment.<ref name="Questbusters">{{cite journal |last=Addams |first=Shay |title=''Maniac Mansion'' |magazine=Questbusters: The Adventurer's Newsletter |publisher=Addams Expedition |location=[[Wayne, PA]] |date=August 1987 |pages=3, 9}}</ref> ''[[Computer Gaming World]]''{{'}}s Charles Ardai praised the game's pacing, cutscenes, and humor, stating that it "strikes the necessary and precarious balance between laughs and suspense that so many comic horror films and novels lack". Despite faulting its small number of commands, he hailed its control system as "one of the most comfortable ever devised". However, Ardai disliked the game's small quantity of sound effects and music. Ardai finished by calling it "a clever and imaginative game[, ... and] a successful stylistic experiment".<ref name=cgw />


Reviewing the NES release, British magazine ''[[Mean Machines]]'' commended the game's presentation, playability and replay value. However, the publication noted undetailed graphics and "ear-bashing tunes". The magazine's Julian Rignall compared ''Maniac Mansion'' to the title ''Shadowgate'', but he preferred the former's controls and lack of "death-without-warning situations".<ref name=meanmachines /> Writers for Germany's ''Video Games'' referred to the NES version as a "classic". Co-reviewer Heinrich Lenhardt stated that ''Maniac Mansion'' was unlike any other NES adventure game, and that it was no less enjoyable than its home computer releases. Co-reviewer Winnie Forster found it to be "one of the most original representatives of the [adventure game] genre".<ref>{{cite journal |last=Forster |first=Winnie |last2=Lenhardt |first2=Heinrich |title=Gehirne, Gags & Gänsehaut – ''Maniac Mansion'' |magazine=Video Games |language=German |volume=2 |date=June 1991 |pages=38–39 |accessdate=July 18, 2011 |url=http://www.kultpower.de/external_frameset.php3?site=videogames_testbericht.php3?im=maniacmansion.jpg |issue=6}}</ref> In retrospective features, [[Edge (magazine)|''Edge'' magazine]] called the NES version "somewhat neutered" and ''[[GamesTM]]'' referred to it as "infamous" and "heavily censored".<ref name="Edge"/><ref name="GamesTm-Retro"/>
<!--Multi-format reviews part 2-->
In other multi-format reviews, ''[[The Deseret News]]'' staff called it "wonderful fun" and noted that the "art and animation are gorgeous". The writers considered the game's audio "the best [they had] heard".<ref name=deseretnews>{{cite news |last=Peterson |first=Franklynn |last2=K-Turkel |first2=Judi |date=April 30, 1989 |title=We Had to Reconsider Bombing ''Platoon'' Game; ''Maniac Mansion'', ''Dive Bomber'' are Good Fun, Too |url=http://www.deseretnews.com/article/44671/WE-HAD-TO-RECONSIDER-BOMBING-PLATOON-GAME-MANIAC-MANSION-DIVE-BOMBER-ARE-GOOD-FUN-TOO.html |newspaper=[[The Deseret News]] |accessdate=February 2, 2011}}</ref> Reviewing the PC and [[Atari ST]] ports, a critic from ''[[The Games Machine]]'' called ''Maniac Mansion'' "an enjoyable romp" with a structure superior to subsequent [[LucasArts adventure games]]. However, the magazine writer noted the game's poor [[pathfinding]] and stated that "the lack of sound effects reduces atmosphere". Of the two versions, the reviewer believed that the Atari ST audiovisuals were better.<ref name=gamesmachine /> Comparing the PC version to ''[[Zak McKracken and the Alien Mindbenders]]'' and ''[[Indiana Jones and the Last Crusade: The Graphic Adventure]]'', reviewers from French magazine ''Génération&nbsp;4'' praised the game's story, interface, and humor, stating that it was "beautifully done"; however, one reviewer commented that the developers ripped the graphics from ''Indiana Jones''.<ref>{{cite journal |title=''Maniac Mansion'' |magazine=Génération 4 |publisher = Pressimage |language=French |issue=16 |date=November 1989 |pages=70, 72}}</ref> Bill Kunkel and Joyce Worley of ''[[VideoGames & Computer Entertainment]]'' called ''Maniac Mansion'' "the most popular haunted-house adventure" and "a genuine cult classic"; while they found the plot and setup similar to most horror-themed games, the pair praised the game's interface and execution.<ref>{{cite journal |last=Kunkel |first=Bill |last2=Worley |first2=Joyce |title=Spooky Software |magazine=[[VideoGames & Computer Entertainment]] |publisher=[[Larry Flynt Publications]] |location=[[Beverly Hills, CA]] |issue=10 |date=September 1989 |page=62 |issn=1059-2938 |oclc=25300986}}</ref>

<!--Amiga reviews-->
The game's [[Amiga]] version received a fair amount of praise, despite graphical shortcomings. In a 1993 review, ''[[The One (magazine)|The One Amiga]]''{{'}}s Simon Byron noted that the game retained its "charm and humour" six years after its first release. However, he believed that ''Maniac Mansion''{{'}}s art direction had become "tacky" compared to more recent games. Byron ended by writing that "if you fancy a cheap edge-of-the-seat challenge then you couldn't really do much better".<ref name=oneamiga>{{cite journal |last=Byron |first=Simon |date=June 1993 |title=Cheapos! |magazine=[[The One (magazine)|The One Amiga]] |publisher=[[EMAP]] |location=[[Peterborough]] |issue=57 |page=90 |issn=0962-2896 |oclc=225907628}}</ref> ''[[Amiga Format]]'' reviewer Stephen Bradly found the game derivative, but he noted that it featured "loads of visual humour"; he added, "Strangely, it's quite compelling after a while."<ref name=amigaformat>{{cite journal |last=Bradly |first=Stephen |date=August 1993 |title=Budget Reviews |magazine=[[Amiga Format]] |publisher=Future Publishing |location=Bath, Somerset |issue=49 |page=96 |issn=0957-4867 |oclc=225912747}}</ref> Heinrich Lenhardt of German magazine ''Power Play'' wrote that the Amiga version "played like a poem" and just as well as the other ports.<ref>{{cite journal |last=Lenhardt |first=Heinrich |title=''Maniac Mansion'' |magazine=Power Play | publisher = Markt+Technik Verlag|language=German |volume=1990 |date=March 1990 |url=http://www.kultpower.de/powerplay_datenbank.php3?game_id=1212 |accessdate=July 18, 2011 |issue=3}}</ref> Michael Labiner of ''Amiga Joker'', another German magazine, stated that it was one of the best adventure games released for the computer. While he wrote that there were minor graphical flaws, such as limited colors, Labiner stated that the gameplay made up for those shortcomings.<ref>{{cite journal |last=Labiner |first=Michael |title=''Maniac Mansion'' |magazine=Amiga Joker |publisher = Joker Verlag |language=German |volume=1990 |date=February 1990 |url=http://www.kultpower.de/external_frameset.php3?site=amigajoker_testbericht.php3%3Fim%3Dmaniacmansion.jpg%26backurl%3Dindex_main2.php3 |accessdate=July 18, 2011 |issue=2}}</ref> Sweden-based ''Datormagazin''{{'}}s Ingela Palmér stated that the Amiga version differed little from the Commodore&nbsp;64 one, and that those who already have the latter need not get the Amiga version. She added that, while the graphics and gameplay were not the best, ''Maniac Mansion'' remained highly enjoyable and easy. Palmér recommended that people new to the genre play this game first.<ref>{{cite journal |last=Palmér |first=Ingela |title=Alla har ett fånigt flin – ''Maniac Mansion'' (Lucasfilm) |magazine=Datormagazin |publisher = Egmont Tidskrifter |language=Swedish |volume=1990 |date=March 1990 |page=29 |issue=6}}</ref>

<!--NES reviews-->
Reviewers well received ''Maniac Mansion''{{'}}s NES version. Based on the computer release's success, ''[[Game Players]]''{{'}} writers speculated that the NES port would be one of 1990's better titles.<ref name="GamePlayer"/> UK-based ''[[Mean Machines]]'' reviewers lauded the game for its presentation, playability, and replay value, while criticizing the blocky graphics and "ear-bashing tunes". Reviewer Edward Laurence wrote that aside from minor graphical and sound improvements, little had changed from the Commodore&nbsp;64 version. Julian Rignall compared the game to ''Shadowgate'' but noted differences between the two; he commented how ''Maniac Mansion'' had easy controls and that it lacked ''Shadowgate''{{'}}s "death-without-warning situations". Despite his criticism of the audiovisuals, he wrote, "''Maniac Mansion''{{'}}s excellent, thoroughly rewarding and genuinely funny gameplay more than makes up for its deficiencies, and the end result is a highly original and very addictive adventure that no Nintendo owner should be without."<ref name=meanmachines /> ''Video Games'' magazine reviewed the translated German version, and the reviewers labeled the game as a "''Video Games'' Classic". Co-reviewer Heinrich Lenhardt said that ''Maniac Mansion'' was unique and that no similar NES adventure game has since been released. He wrote that it was just as fun as the computer versions with good controls, but he noted that the graphics could be misleading at times. Co-reviewer Winnie Forster wrote that the game was "one of the most original representatives of the [adventure game] genre" and that it was one of Lucasfilm's more successful games.<ref>{{cite journal |last=Forster |first=Winnie |last2=Lenhardt |first2=Heinrich |title=Gehirne, Gags & Gänsehaut – ''Maniac Mansion'' |magazine=Video Games |language=German |volume=2 |date=June 1991 |pages=38–39 |accessdate=July 18, 2011 |url=http://www.kultpower.de/external_frameset.php3?site=videogames_testbericht.php3?im=maniacmansion.jpg |issue=6}}</ref> In recent commentary, [[Edge (magazine)|''Edge'' magazine]] staff described the port as more conservative than the original version, calling it "somewhat neutered".<ref name="Edge"/> ''[[GamesTM]]'' magazine writers referred to the NES version as "infamous" and heavily censored.<ref name="GamesTm-Retro"/>

<!--Nintendo Power coverage-->
''Maniac Mansion'' was featured often in the magazine ''[[Nintendo Power]]''. The game debuted on the magazine's Top&nbsp;30 list at number&nbsp;19 in February&nbsp;1991, peaking at number&nbsp;16 in August&nbsp;1991.<ref>{{cite journal |title=Nintendo Power Top 30 |journal=Nintendo Power |publisher=Nintendo |location=Redmond, WA |issue=21 |date=February 1991 |issn=1041-9551 |oclc=18893582}}</ref><ref>{{cite journal |title=Nintendo Power Top 30 |journal=Nintendo Power |publisher=Nintendo |location=Redmond, WA |issue=27 |date=August 1991 |issn=1041-9551 |oclc=18893582}}</ref> The magazine reviewed ''Maniac Mansion'' again in its February&nbsp;1993 issue, as part of a staff overview on overlooked or otherwise undersold NES games. The editors felt that the popular RPG ''[[Final Fantasy (video game)|Final Fantasy]]'' overshadowed its September&nbsp;1990 feature and drew more people to that game instead.<ref>{{cite journal |title=The Unsung Heroes of the NES |magazine=Nintendo Power |publisher=Nintendo |location=Redmond, WA |issue=45 |date=February 1993 |page=43 |issn=1041-9551 |oclc=18893582}}</ref> Seven years after the game's release, the magazine ranked the NES version the 61st best game in its 100th issue in September&nbsp;1997, calling ''Maniac Manion'' a "brilliant adventure".<ref name="NP-100">{{cite journal |title=100 Best Games of All Time |magazine=Nintendo Power |publisher=Nintendo |location=Redmond, WA |issue=100 |date=September 1997 |page=96 |issn=1041-9551 |oclc=18893582}}</ref> In its 20th anniversary issue, the magazine listed ''Maniac Mansion'' as the 16th best NES title, praising the game for its clever and funny writing and for being unlike any other game on the system.<ref>{{cite journal |date=August 2008 |title=''Nintendo Power''&nbsp;– The 20th Anniversary Issue! |magazine=Nintendo Power |issue=231 |page=71 |publisher=[[Future US]] |location=[[San Francisco, California]] |issn=1041-9551 |oclc=18893582}}</ref> In its November&nbsp;2010 issue, as part of the NES' 25th anniversary, Chris Hoffman described the game as "unlike anything else out there&nbsp;– a point-and-click adventure with an awesome sense of humor and multiple solutions to almost every puzzle."<ref name="NP-260">{{cite journal |last=Hoffman |first=Chris |title=''Maniac Mansion'' |magazine=Nintendo Power |publisher=Future US |location=San Francisco, CA |issue=260 |date=November 2010 |page=55 |issn=1041-9551 |oclc=18893582}}</ref> ''Nintendo Power'' also commented on the ability to microwave a hamster;<ref name="NP-100"/> in its 25th anniversary retrospective, the staff stated that "it's hard to mention ''Maniac Mansion'' without it".<ref name="NP-260"/> ''[[Retro Gamer]]'' listed the hamster incident as one of the top 100 video game moments in March&nbsp;2012.<ref>{{cite journal |title=100 Classic Gaming Moments |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=100 |date=March 2012 |page=66 |issn=1742-3155 |oclc=489477015}}</ref>


==Impact and legacy==
==Impact and legacy==
Referring to ''Maniac Mansion'' as a "seminal" title, ''GamesTM'' staff credited it with reinventing the graphical adventures' gameplay. The writer stated that removing the need to [[Syntax guessing|guess input verbs]] allowed players to focus more on the story and puzzles, resulting in less frustration and more enjoyment.<ref name="GamesTm-Retro"/> Eurogamer's Kristan Reed made similar comments, saying that the design freed players from the "guessing-game frustration" and made the process "infinitely more elegant and intuitive".<ref name="EuroGamer"/> However, Connie Veugen and Felipe Quérette noted that determining the game's vocabulary was an enjoyable aspect of the genre.<ref>{{cite journal| journal = Eludamos. Journal for Computer Game Culture| title = Thinking out of the box (and back in the plane)| volume = 2| issue = 2| year = 2008| pages = 215–239| first1 = Connie| last1 = Veugen| first2 = Felipe| last2 = Quérette| url = http://journals.sfu.ca/eludamos/index.php/eludamos/article/view/vol2no2-6/86| accessdate = July 21, 2011 |publisher=Singapore-MIT GAMBIT Game Lab |location=[[Cambridge, MA]] |issn=1866-6124}}</ref> ''GamesTM'' magazine further commented that the game had solidified Lucasfilm Games as a leader in the graphic adventure genre.<ref name="GamesTm-Retro"/> Authors Mike and Sandie Morrison commented that the studio had brought "serious competition" to the genre in the form of ''Maniac Mansion''.<ref>{{cite book |title=The Magic of Interactive Entertainment |publisher=[[SAMS Publishing]] |location=[[Indianapolis, IN]] |first1=Mike |last1=Morrison |first2=Sandie |last2=Morrison |chapter=The History of Interactive Entertainment |page=48 |isbn=978-0-672-30590-0}}</ref> Authors Rusel DeMaria and Johnny Wilson echoed the sentiment, calling it a "landmark title" for the company. They also stated that the game, along with ''[[Space Quest: The Sarien Encounter|Space Quest]]'' and ''[[Leisure Suit Larry in the Land of the Lounge Lizards|Leisure Suit Larry]]'', had inaugurated a "new era of humor-based adventure games".<ref>{{cite book |title=High score!: The Illustrated History of Electronic Games |edition=2 |first1=Rusel |last1=DeMaria |first2=Johnny |last2=Wilson |publisher=[[McGraw-Hill]] |location=New York City |year=2003 |isbn=978-0-07-223172-4 |pages=140, 200}}</ref> Reed seconded the statement, noting that the game "set in motion a captivating chapter in the history of gaming" that encompassed wit, invention, and style.<ref name="EuroGamer"/> [[GameSpy]]'s Christopher Buecheler credited the game's success with making its genre commercially and critically viable.<ref name="GS-Fame"/> It was also one of the first video games to feature [[product placement]] ([[Pepsi]] brands); other games, such as ''[[Teenage Mutant Ninja Turtles (arcade game)|Teenage Mutant Ninja Turtles&nbsp;II: The Arcade Game]]'', ''[[Zool]]'', and ''[[Tapper]]'' followed suit.<ref>{{cite journal |author=Per Anre Sandvik |title=Strange Games |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=15 |date=April 2005 |page=86 |issn=1742-3155 |oclc=489477015}}</ref> ''Retro Gamer''{{'}}s Stuart Hunt wrote in a September&nbsp;2011 issue that "''Maniac Mansion'' proved that videogames could capture the essence of an entirely different medium and opened our eyes to the wonderful things that happened when they placed their interactive stamp on them". ''The Secret of Monkey Island'' and ''Day of the Tentacle'' developer [[Dave Grossman (game developer)|Dave Grossman]] said that ''Maniac Mansion'' revolutionized the adventure game genre, also noting the fact that the game was only 64&nbsp;KB large and that the music was good, especially for PCs.<ref name="RG2011" /> In a [[Joystiq]] interview on his development of ''[[The Cave (video game)|The Cave]]'', Gilbert said that some people originally did not classify ''Maniac Mansion'' as an adventure game because it was not a text-based adventure with stationary graphics and a text parser, just as people did not classify ''The Cave'' as an adventure game because it is not point-and-click. He concluded by citing ''Maniac Mansion'' as an example of the evolution of the adventure game genre, saying: "I think adventure games just evolve and they change, and I think you just need to do what's right for them."<ref>{{cite web |last=Mallory |first=Jordan |title=Inside the Mind of Ron Gilbert |publisher=Joystiq |date=June 18, 2012 |accessdate=July 2, 2012 |url=http://www.joystiq.com/2012/06/18/inside-the-mind-of-ron-gilbert/}}</ref>
In 2010, the staff of ''GamesTM'' dubbed ''Maniac Mansion'' a "seminal" title, which overhauled the gameplay of the graphic adventure genre. Removing the need to [[Syntax guessing|guess syntax]] allowed players to concentrate on the story and puzzles, which created a smoother and more enjoyable experience, according to the magazine.<ref name="GamesTm-Retro"/> 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".<ref name="EuroGamer"/> Designer [[Dave Grossman (game developer)|Dave Grossman]], who worked on Lucasfilm Games' later ''Day of the Tentacle'' and ''[[The Secret of Monkey Island]]'', felt that ''Maniac Mansion'' had revolutionized the adventure game genre.<ref name="RG2011" /> Christopher Buecheler of [[GameSpy]] credited the game with its genre's subsequent critical adoration and commercial viability.<ref name="GS-Fame"/> However, authors Connie Veugen and Felipe Quérette argued that, while ''Maniac Mansion''{{'}}s point-and-click interface was influential, it removed the enjoyment of discovering a game's vocabulary.<ref>{{cite journal| journal = Eludamos. Journal for Computer Game Culture| title = Thinking out of the box (and back in the plane)| volume = 2| issue = 2| year = 2008| pages = 215–239| first1 = Connie| last1 = Veugen| first2 = Felipe| last2 = Quérette| url = http://journals.sfu.ca/eludamos/index.php/eludamos/article/view/vol2no2-6/86| accessdate = July 21, 2011 |publisher=Singapore-MIT GAMBIT Game Lab |location=[[Cambridge, MA]] |issn=1866-6124}}</ref> The game was one of the first to contain [[product placement]]—in its case, [[Pepsi]] branding. Other games, such as ''[[Teenage Mutant Ninja Turtles (arcade game)|Teenage Mutant Ninja Turtles II: The Arcade Game]]'', ''[[Zool]]'' and ''[[Tapper]]'', followed suit.<ref>{{cite journal |author=Per Anre Sandvik |title=Strange Games |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=15 |date=April 2005 |page=86 |issn=1742-3155 |oclc=489477015}}</ref>

The game engine, SCUMM, has been described as "revolutionary."<ref name="EuroGamer"/> Throughout the following decade Lucasfilm Games used the engine to develop eleven other games,<ref name="GamesTm-Retro"/> improving the engine with each subsequent game.<ref name="GDC-Post"/> ''GamesTM'' attributed this change to a desire to streamline production and produce fun games. Competitors eventually adopted similar systems for their adventure games.<ref name="GamesTm-Retro"/> Following his departure from LucasArts (Lucasfilm Games had been combined under this name with [[Industrial Light & Magic|ILM]] and [[Skywalker Sound]] in 1990<ref>{{cite web|url=http://www.next-gen.biz/features/short-history-lucasarts |title=A Short History of LucasArts |publisher=Edge Online |date=August 28, 2006 |accessdate=April 22, 2010}}</ref>) in 1992, Gilbert used the SCUMM technology to create adventure games and ''[[Backyard Sports series|Backyard Sports]]'' games at [[Humongous (game developer)|Humongous Entertainment]].<ref name="GDC-Post"/> The designers built on their experience from ''Maniac Mansion'' and expanded the process and their ambition in subsequent titles.<ref name="ClassicIntro"/> In retrospect, Gilbert commented that he made a number of mistakes designing the game (for instance, the dead-end situations that arise if certain items are used incorrectly) and applied the lessons to future games. In cutscenes, Gilbert had used a timer rather than a specific event to trigger them, which occasionally resulted in awkward scene changes. The designer aimed to avoid these flaws in the [[Monkey Island (series)|''Monkey Island'' series]] of games.<ref name="GamesTm-Retro"/> However, Gilbert commented that ''Maniac Mansion'' is his favorite because of its imperfections.<ref name="GDC-Post"/>

=== In popular culture ===
Elements of ''Maniac Mansion'' have appeared elsewhere in popular culture, especially in other Lucasfilm games. An in-game object called "Chuck the Plant" reappeared in other Lucas adventure titles like ''[[Indiana Jones and the Last Crusade]]'' and ''[[Tales of Monkey Island]]''.<ref>{{cite book| title = Understanding Video Games: The Essential Introduction| chapter = History| page = 74| first1 = Simon| last1 = Egenfeldt-Nielsen| first2 = Jonas| last2 = Smith| first3 = Susana| last3 = Tosca| publisher = [[Routledge]] |location=[[London]] | year = 2008| isbn = 978-0-415-97721-0}}</ref><ref>{{cite web| url = http://pc.gamespy.com/pc/tales-of-monkey-island/guide/page_6.html| title = ''Tales of Monkey Island'' – Chapter&nbsp;1: Launch of the Screaming Narwhal Walkthrough| publisher = GameSpy| date = January 2, 2009| accessdate = February 28, 2011}}</ref> According to Gilbert, Steve Arnold, the [[LucasFilm]] general manager at the time, had a long-running joke in which he continually requested game designers to add a character named Chuck to their game. Gilbert and Winnick were the first to humor Steve's request in ''Maniac Mansion''. Because the developers were unable to fit an extra character name in the game, they named an existing in-game plant.<ref>{{cite web |last=Gilbert |first=Ron |title=20 Years of SCUMM |url=http://grumpygamer.com/2905697#comment |publisher= Grumpy Gamer |date=May 2, 2007 |accessdate=August 8, 2011}}</ref> David Fox included a gasoline item for a nonexistent chainsaw in his game ''Zak McKracken and the Alien Mindbenders'' as a parody of the chainsaw that required nonexistent gasoline in ''Maniac Mansion''. Enthusiasts have created [[fan art]] depicting the characters, participated in [[cosplay]] based on the tentacle characters, and produced a [[Trailer (film)|trailer]] of a fictitious live action film.<ref name="GDC-Post"/>

=== Fanmade remakes ===
Various fanmade [[enhanced remakes]] of ''Maniac Mansion'' have appeared over the years.

* '''''Maniac Mansion Deluxe''''': One German fan, Sascha Borisow, created a remake with enhanced audio and visuals. He used the freeware [[Adventure Game Studio]] to develop the game, and distributed it free on the internet.<ref>{{cite journal| journal = Games for Windows: the Official Magazine| issue = 3| date = February 2007| url = http://www.1up.com/features/101-free-games_2 | title = 101 Free Games 2007 – The Best Free Games on the Web!| publisher = [[Ziff Davis]] |location=New York City | accessdate = April 12, 2011 |page=8 |issn=1933-6160 |oclc=71652861}}</ref><ref>{{cite web| url = http://archive.wired.com/gaming/gamingreviews/news/2004/12/66109| title = Maniacs Make a Modern Mansion| publisher = [[Wired.com]] | first = Jacob| last = Ogles| date = December 23, 2004| accessdate = April 12, 2011}}</ref> The remake had over 200,000&nbsp;downloads by the end of 2004.<ref name="GrumpyMarket">{{cite web| url = http://grumpygamer.com/4904226| title = The Economics of a 2D Adventure in Today's Market| publisher = Grumpy Gamer| first = Ron| last = Gilbert| date = October 19, 2004| accessdate = February 28, 2011}}</ref>


Reed highlighted the "wonderfully ambitious" design of ''Maniac Mansion'', in reference to its writing, interface and cast of characters.<ref name="EuroGamer"/> Game designer [[Sheri Graner Ray]] believed the game to challenge "[[damsel in distress]]" stereotypes through its inclusion of female protagonists.<ref name="graner">{{cite book |first=Sheri |last=Graner Ray |authorlink=Sheri Graner Ray |title=Gender Inclusive Game Design: Expanding the Market |page=24 |publisher=Charles River Media |location=[[Hingham, MA]] |year=2003 |isbn=978-1-58450-239-5}}</ref> Conversely, writer [[Mark Dery]] argued that the goal of rescuing a kidnapped cheerleader reinforced negative [[gender role]]s.<ref>{{cite book |title=Flame Wars: The Discourse of Cyberculture |first=Mark |last=Déry |authorlink=Mark Dery |publisher=[[Duke University Press]] |location=[[Durham, NC]] |year=1994 |chapter=[[Anne Balsamo]] |page=152 |isbn=978-0-8223-1540-7}}</ref> The Lucasfilm team built on their experiences from ''Maniac Mansion'' and became increasingly ambitious in subsequent titles.<ref name="ClassicIntro"/> Gilbert admitted to making mistakes—such as the inclusion of [[no-win situation]]s—in ''Maniac Mansion'', and he applied these lessons to future projects. For example, the game relies on [[Time-driven programming|timers]] rather than [[Event-driven programming|events]] to trigger cutscenes, which occasionally results in awkward transitions: Gilbert worked to avoid this flaw with the [[Monkey Island (series)|''Monkey Island'' series]].<ref name="GamesTm-Retro"/> Because of ''Maniac Mansion''{{'}}s imperfections, however, Gilbert considers it his favorite of his games.<ref name="GDC-Post"/>
* '''''Meteor Mess 3D''''':<ref>{{cite web | title = ''Meteor Mess'' Website | url=http://www.meteormess.de}}</ref> German developer Vampyr Games created a remake with [[3D computer graphics]] which began as a learning tool for [[Gamestudio]].<ref>{{cite web| url = http://www.gamesetwatch.com/2009/11/maniac_mansion_3d_remake_nearl.php| title = ''Maniac Mansion'' 3D Remake 'Nearly Complete'| publisher = GameSetWatch| first = Eric| last = Caoili| date = November 24, 2009| accessdate = April 12, 2011}}</ref><ref>{{cite web| url = http://www.gamepro.com/article/news/213830/german-developers-remaking-maniac-mansion-as-meteor-mess-3d/| title = German developers remaking ''Maniac Mansion'' as ''Meteor Mess&nbsp;3D''| publisher = GamePro| first = Dave| last = Rudden| date = February 2, 2010| accessdate = April 12, 2011|archiveurl=http://web.archive.org/web/20100209060534/http://www.gamepro.com/article/news/213830/german-developers-remaking-maniac-mansion-as-meteor-mess-3d/|archivedate=2010-02-09}}</ref>


According to writers Mike and Sandie Morrison, Lucasfilm Games became "serious competition" in the adventure genre after the release of ''Maniac Mansion''.<ref>{{cite book |title=The Magic of Interactive Entertainment |publisher=[[SAMS Publishing]] |location=[[Indianapolis, IN]] |first1=Mike |last1=Morrison |first2=Sandie |last2=Morrison |chapter=The History of Interactive Entertainment |page=48 |isbn=978-0-672-30590-0}}</ref> The game's success solidified Lucasfilm as one of the leading producers of adventure games:<ref name="GamesTm-Retro"/> authors Rusel DeMaria and Johnny Wilson described it as a "landmark title" for the company. In their view, ''Maniac Mansion''—along with ''[[Space Quest: The Sarien Encounter]]'' and ''[[Leisure Suit Larry in the Land of the Lounge Lizards]]''—inaugurated a "new era of humor-based adventure games".<ref>{{cite book |title=High score!: The Illustrated History of Electronic Games |edition=2 |first1=Rusel |last1=DeMaria |first2=Johnny |last2=Wilson |publisher=[[McGraw-Hill]] |location=New York City |year=2003 |isbn=978-0-07-223172-4 |pages=140, 200}}</ref> 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.<ref name="EuroGamer"/> The SCUMM engine was reused by Lucasfilm in eleven later titles;<ref name="GamesTm-Retro"/> improvements were made to its code with each game.<ref name="GDC-Post"/> 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.<ref name="GamesTm-Retro"/> Following his 1992 departure from LucasArts—a conglomeration of Lucasfilm Games, [[Industrial Light & Magic|ILM]] and [[Skywalker Sound]] formed in 1990—, Gilbert used SCUMM to create adventure games and ''[[Backyard Sports series|Backyard Sports]]'' titles for [[Humongous (game developer)|Humongous Entertainment]].<ref name="GDC-Post"/><ref>{{cite web|url=http://www.next-gen.biz/features/short-history-lucasarts |title=A Short History of LucasArts |author=Edge Staff |publisher=Edge Online |date=August 28, 2006 |accessdate=April 22, 2010 |archiveurl=https://web.archive.org/web/20120813202111/http://www.edge-online.com/features/short-history-lucasarts |archivedate=August 13, 2012}}</ref>
* '''''Night of the Meteor''''': A group of German gamers, called ''Edison Interactive'', is developing another remake which combines ''Maniac Mansion''{{'}}s features with ''Day of the Tentacle''{{'}}s visual design.<ref>{{cite web |last=Plunkett |first=Luke |title=Holy Shit, Somebody is Remaking ''Maniac Mansion'' |publisher=[[Kotaku]] |date=May 26, 2011 |accessdate=July 18, 2011 |url=http://kotaku.com/5805767/holy-shit-somebody-is-remaking-maniac-mansion}}</ref>


In 2011, Richard Cobbett of ''[[PC Gamer]]'' summarized ''Maniac Mansion'' "one of the most intricate and important adventure games ever made".<ref name="Cobbett">{{cite web |last=Cobbett |first=Richard |title=Saturday Crapshoot ''Maniac Mansion'' (TV) |publisher=''[[PC Gamer]]'' |date=July 23, 2011 |accessdate=August 22, 2015 |url=http://www.pcgamer.com/saturday-crapshoot-maniac-mansion-tv/}}</ref> ''[[Retro Gamer]]'' ranked it as one of the ten best Commodore 64 games in 2006,<ref>{{cite journal |title=Commodore 64 Perfect Ten Games |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=30 |date=October 12, 2006 |page=25 |issn=1742-3155 |oclc=489477015}}</ref> and [[IGN]] later named it the tenth best [[LucasArts adventure games|LucasArts adventure game]].<ref>{{cite web |url=http://www.ign.com/articles/2009/11/17/top-10-lucasarts-adventure-games-2 |title=Top 10 LucasArts Adventure Games |work=[[IGN]] |publisher=[[Ziff Davis]] |date=November 17, 2009 |accessdate=August 21, 2015}}</ref> Seven years after the NES version's debut, ''Nintendo Power'' named it the 61st best game ever.<ref name="NP-100">{{cite journal |title=100 Best Games of All Time |magazine=Nintendo Power |publisher=Nintendo |location=Redmond, WA |issue=100 |date=September 1997 |page=96 |issn=1041-9551 |oclc=18893582}}</ref> The publication dubbed it the 16th best NES title in 2008. The game's uniqueness and clever writing were praised by ''Nintendo Power'':<ref>{{cite journal |date=August 2008 |title=''Nintendo Power''&nbsp;– The 20th Anniversary Issue! |magazine=Nintendo Power |issue=231 |page=71 |publisher=[[Future US]] |location=[[San Francisco, California]] |issn=1041-9551 |oclc=18893582}}</ref> 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."<ref name="NP-260">{{cite journal |last=Hoffman |first=Chris |title=''Maniac Mansion'' |magazine=Nintendo Power |publisher=Future US |location=San Francisco, CA |issue=260 |date=November 2010 |page=55 |issn=1041-9551 |oclc=18893582}}</ref> In its retrospective coverage, ''Nintendo Power'' several times noted the ability to microwave a hamster,<ref name="NP-100"/> which the staff considered to be an iconic scene.<ref name="NP-260"/> In March 2012, ''[[Retro Gamer]]'' listed the hamster incident as one of the "100 Classic Gaming Moments".<ref>{{cite journal |title=100 Classic Gaming Moments |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=100 |date=March 2012 |page=66 |issn=1742-3155 |oclc=489477015}}</ref>
* Fans also created an [[Episodic video game|episodic series of games]] based on ''Maniac Mansion''.<ref>{{cite web| url = http://www.1up.com/do/feature?pager.offset=1&cId=3165201| title = 101 Free Games 2008| publisher = 1UP.com| first1 = Darren| last1 = Gladstone| first2 = Scott| last2 = Sharkey| date = January 14, 2008| accessdate = April 12, 2011}}</ref>


''Maniac Mansion'' enthusiasts have drawn [[fan art]] of its characters, participated in tentacle-themed [[cosplay]] and produced a [[Trailer (film)|trailer]] for a fictitious film adaptation of the game.<ref name="GDC-Post"/> German fan Sascha Borisow created a [[fangame]] remake, entitled ''Maniac Mansion Deluxe'', with enhanced audio and visuals. He used the [[Adventure Game Studio]] engine to develop the project, which he distributed free of charge on the Internet.<ref>{{cite journal| journal = Games for Windows: the Official Magazine| issue = 3| date = February 2007| url = http://www.1up.com/features/101-free-games_2 | title = 101 Free Games 2007 – The Best Free Games on the Web!| publisher = [[Ziff Davis]] |location=New York City | accessdate = April 12, 2011 |page=8 |issn=1933-6160 |oclc=71652861}}</ref><ref>{{cite web| url = http://archive.wired.com/gaming/gamingreviews/news/2004/12/66109| title = Maniacs Make a Modern Mansion| work = [[Wired.com]] | publisher = [[Condé Nast]] | first = Jacob| last = Ogles| date = December 23, 2004| accessdate = April 12, 2011}}</ref> By the end of 2004, the remake had over 200,000 downloads.<ref name="GrumpyMarket">{{cite web| url = http://grumpygamer.com/economics_of_an_adventure_game_in_2004| title = The Economics of a 2D Adventure in Today's Market| publisher = Grumpy Gamer| first = Ron| last = Gilbert| date = October 19, 2004| accessdate = August 23, 2015 |archiveurl=https://web.archive.org/web/20150815163232/http://grumpygamer.com/economics_of_an_adventure_game_in_2004 |archivedate=August 15, 2015 |dead-url=no}}</ref> A remake with [[3D computer graphics|three-dimensional graphics]] was created by the German developer Vampyr Games,<ref>{{cite web| url = http://www.gamesetwatch.com/2009/11/maniac_mansion_3d_remake_nearl.php| title = ''Maniac Mansion'' 3D Remake 'Nearly Complete'| publisher = GameSetWatch| first = Eric| last = Caoili| date = November 24, 2009| accessdate = April 12, 2011}}</ref><ref>{{cite web| url = http://www.gamepro.com/article/news/213830/german-developers-remaking-maniac-mansion-as-meteor-mess-3d/| title = German developers remaking ''Maniac Mansion'' as ''Meteor Mess&nbsp;3D''| publisher = GamePro| first = Dave| last = Rudden| date = February 2, 2010| accessdate = April 12, 2011|archiveurl=http://web.archive.org/web/20100209060534/http://www.gamepro.com/article/news/213830/german-developers-remaking-maniac-mansion-as-meteor-mess-3d/|archivedate=2010-02-09}}</ref> and another group in Germany is producing one with art direction similar to that of ''Day of the Tentacle''.<ref>{{cite web |last=Plunkett |first=Luke |title=Holy Shit, Somebody is Remaking ''Maniac Mansion'' |publisher=[[Kotaku]] |date=May 26, 2011 |accessdate=July 18, 2011 |url=http://kotaku.com/5805767/holy-shit-somebody-is-remaking-maniac-mansion}}</ref> Fans have created an [[Episodic video game|episodic series of games]] based on ''Maniac Mansion'' as well.<ref>{{cite web| url = http://www.1up.com/do/feature?pager.offset=1&cId=3165201| title = 101 Free Games 2008| publisher = 1UP.com| first1 = Darren| last1 = Gladstone| first2 = Scott| last2 = Sharkey| date = January 14, 2008| accessdate = April 12, 2011 | archiveurl = http://www.webcitation.org/6arGl5NNN | archivedate = August 17, 2015 | dead-url = no}}</ref> 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''. However, he expressed doubts about its potential quality, in light of [[George Lucas]]' enhanced remakes of the original ''[[Star Wars]]'' trilogy.<ref>{{cite web |last=Dutton |first=Fred |title=Gilbert would "love" new ''Maniac Mansion'' |work=[[Eurogamer]] |date=March 4, 2011 |accessdate=August 8, 2011 |url=http://www.eurogamer.net/articles/2011-03-04-gilbert-would-love-new-maniac-mansion}}</ref>
* An uncensored unofficial NES version exists on Frank Cifaldi's website LostLevels.org.<ref>{{cite journal |title=Retroinspection – NES |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=38 |date=May 24, 2007 |page=62 |issn=1742-3155 |oclc=489477015}}</ref> Gilbert stated that he would like to see an official remake resemble the gameplay and graphics from ''Tales of Monkey Island'', but he balked, citing [[George Lucas]]' enhanced remakes of the original ''[[Star Wars]]'' trilogy as a reason to keep the flaws in the original game.<ref>{{cite web |last=Dutton |first=Fred |title=Gilbert would "love" new ''Maniac Mansion'' |work=[[Eurogamer]] |date=March 4, 2011 |accessdate=August 8, 2011 |url=http://www.eurogamer.net/articles/2011-03-04-gilbert-would-love-new-maniac-mansion}}</ref>


===TV adaptation and game sequel===
===TV adaptation and game sequel===
{{main|Maniac Mansion (TV series)|Day of the Tentacle}}
{{main|Maniac Mansion (TV series)|Day of the Tentacle}}


Lucasfilm had conceived the idea for a television adaptation, which [[Television networks preceding ABC Family#The Family Channel|The Family Channel]] purchased in 1990.<ref>{{cite journal |title=A Short Visit to ''Maniac Mansion'' |journal=[[Entertainment Weekly]] |location=New York City |first=Benjamin |last=Svetkey |publisher=Time Inc. |issue=101 |date=January 17, 1992 |url=http://www.ew.com/ew/article/0,,309225,00.html |accessdate=February 9, 2011 |issn=1049-0434 |oclc=21114137}}</ref> A [[Maniac Mansion (TV series)|sitcom named after the game]] debuted in September&nbsp;1990.<ref>{{cite book |title=Time Capsule: Reviews of Horror, Science Fiction and Fantasy Films and TV Shows from 1987-1991 |pages=144–145 |first=J. P. |last=Harris |publisher=[[iUniverse]] |location=[[Bloomington, IN]] |year=2002 |isbn=978-0-595-21336-8}}</ref> It aired on [[YTV (TV channel)|YTV]] in Canada and The Family Channel in the United States.<ref>{{cite book |title=Beyond Quebec: Taking Stock of Canada |first=Kenneth |last=McRoberts |publisher=[[McGill-Queen's University Press]] |location=[[Montreal, Quebec]]/[[Kingston, Ontario]] |year=1995 |isbn=978-0-7735-1314-3 |page=173}}</ref> Partially based on the video game, the show focused on the Edison family's life and featured [[Joe Flaherty]] as Dr. Fred. [[Eugene Levy]] headed the writing staff. The program was a collaboration between [[Lucasfilm]], The Family Channel, and Atlantis Films.<ref>{{cite journal |title=On the Air |journal=Nintendo Power |publisher=Nintendo |location=Redmond, WA |issue=16 |page=89 |date=September–October 1990 |issn=1041-9551 |oclc=18893582}}</ref> In retrospect, Gilbert commented that the premise gradually changed during production to something that differed greatly from the game's original plot.<ref name="GDC-Post"/> Upon its debut, the show was well received by critics;<ref>{{cite book |title=Variety TV Reviews 1991-92 |publisher=Routledge |location=London |author=Prouty |year=1994 |volume=17 |isbn=978-0-8240-3796-3}}</ref><ref name="Tucker">{{cite journal| journal = Entertainment Weekly |location=New York City | title = TV Review: ''Maniac Mansion''| first = Ken| last = Tucker |authorlink=Ken Tucker | date =October 5, 1990| issue = 34| publisher=Time Inc.| url = http://www.ew.com/ew/article/0,,20193670,00.html| accessdate = July 21, 2011}}</ref><ref>{{cite journal| journal = [[Los Angeles Times]]| publisher = [[Tribune Company]]| title = The New Season: Demented Experiment in ''Maniac Mansion''| date = September 14, 1990| first = Howard| last = Rosenberg| url = http://articles.latimes.com/1990-09-14/entertainment/ca-73_1_maniac-mansion| accessdate = July 21, 2011}}</ref> ''[[Time (magazine)|Time magazine]]'' named it one of the best new shows of the year.<ref>{{cite journal |title=Best of '90: TV |magazine=[[Time (magazine)|Time]] |publisher=Time Inc. |location=New York City |date=December 31, 1990 |volume=136 |issue=28 |url=http://www.time.com/time/magazine/article/0,9171,972059,00.html |accessdate=February 9, 2011 |issn=0040-781X |oclc=1767509}}</ref> However, other reviewers, such as ''[[Entertainment Weekly]]''{{'}}s [[Ken Tucker]], questioned how the show made it on The Family Channel, given Flaherty's usage of ''[[Second City Television|SCTV]]''-like humor.<ref name="Tucker" /> ''PC Gamer''{{'}}s Richard Cobbett, in a retrospective on the series, criticized its generic storylines and lack of relevance to the game.<ref name="Cobbett" /> The series lasted for three seasons, filming 66 episodes.<ref name="RG2011" />
Lucasfilm conceived the idea for a television adaptation of ''Maniac Mansion'', the rights to which were purchased by [[Television networks preceding ABC Family#The Family Channel|The Family Channel]] in 1990.<ref>{{cite journal |title=A Short Visit to ''Maniac Mansion'' |journal=[[Entertainment Weekly]] |location=New York City |first=Benjamin |last=Svetkey |publisher=Time Inc. |issue=101 |date=January 17, 1992 |url=http://www.ew.com/ew/article/0,,309225,00.html |accessdate=February 9, 2011 |issn=1049-0434 |oclc=21114137}}</ref> The two companies collaborated with Atlantis Films to produce a [[Maniac Mansion (TV series)|sitcom named after the game]], which debuted in September of that year.<ref>{{cite book |title=Time Capsule: Reviews of Horror, Science Fiction and Fantasy Films and TV Shows from 1987-1991 |pages=144–145 |first=J. P. |last=Harris |publisher=[[iUniverse]] |location=[[Bloomington, IN]] |year=2002 |isbn=978-0-595-21336-8}}</ref><ref name=showpower /> It aired on [[YTV (TV channel)|YTV]] in Canada and The Family Channel in the United States.<ref>{{cite book |title=Beyond Quebec: Taking Stock of Canada |first=Kenneth |last=McRoberts |publisher=[[McGill-Queen's University Press]] |location=[[Montreal, Quebec]]/[[Kingston, Ontario]] |year=1995 |isbn=978-0-7735-1314-3 |page=173}}</ref> Based in part on the video game, the series focuses on the Edison family's life and stars [[Joe Flaherty]] as Dr. Fred. Its writing staff was led by [[Eugene Levy]].<ref name=showpower>{{cite journal |title=On the Air |journal=Nintendo Power |publisher=Nintendo |location=Redmond, WA |issue=16 |page=89 |date=September–October 1990 |issn=1041-9551 |oclc=18893582}}</ref> Gilbert later said that the premise of the series changed during production, until it differed heavily from the game's original plot.<ref name="GDC-Post"/> Upon its debut, the adaptation received positive reviews from ''[[Variety (magazine)|Variety]]'', ''[[Entertainment Weekly]]'' and the ''[[Los Angeles Times]]''.<ref>{{cite book |title=Variety TV Reviews 1991-92 |publisher=Routledge |location=London |author=Prouty |year=1994 |volume=17 |isbn=978-0-8240-3796-3}}</ref><ref name="Tucker">{{cite journal| journal = Entertainment Weekly |location=New York City | title = TV Review: ''Maniac Mansion''| first = Ken| last = Tucker |authorlink=Ken Tucker | date =October 5, 1990| issue = 34| publisher=Time Inc.| url = http://www.ew.com/ew/article/0,,20193670,00.html| accessdate = July 21, 2011}}</ref><ref>{{cite journal| journal = [[Los Angeles Times]]| publisher = [[Tribune Company]]| title = The New Season: Demented Experiment in ''Maniac Mansion''| date = September 14, 1990| first = Howard| last = Rosenberg| url = http://articles.latimes.com/1990-09-14/entertainment/ca-73_1_maniac-mansion| accessdate = July 21, 2011}}</ref> ''[[Time (magazine)|Time]]'' named it one of the year's best new series.<ref>{{cite journal |title=Best of '90: TV |magazine=[[Time (magazine)|Time]] |publisher=Time Inc. |location=New York City |date=December 31, 1990 |volume=136 |issue=28 |url=http://www.time.com/time/magazine/article/0,9171,972059,00.html |accessdate=February 9, 2011 |issn=0040-781X |oclc=1767509}}</ref> However, [[Ken Tucker]] of ''Entertainment Weekly'' questioned the decision to air the series on The Family Channel, given Flaherty's subversive humor.<ref name="Tucker" /> Discussing the series in retrospect, Cobbett criticized its generic storylines and lack of relevance to the game.<ref name="Cobbett" /> The series lasted for three seasons; 66 episodes were filmed.<ref name="RG2011" />


In the early 1990s, LucasArts asked Dave Grossman and Tim Schafer, who had both worked with Gilbert on the ''Monkey Island'' games, to design a sequel to ''Maniac Mansion'', eventually titled ''[[Day of the Tentacle]]''. Winnick and Gilbert initially assisted with the writing. Grossman and Schafer were able to include the voices and the improved visuals Gilbert had originally envisioned for ''Maniac Mansion''. The game discarded the character selection and branching story lines in favor of a simpler format, and introduced time travel as the main puzzle element. The developers retained the Edison family and Bernard characters, but changed the art style to more closely resemble [[Chuck Jones]]' works. As a homage to ''Maniac Mansion'', the designers included a puzzle that involves freezing a hamster;<ref name="RetroMaking">{{cite journal |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |title=The Making Of Day Of The Tentacle |first=Kim |last=Wild |issue=81 |date=September 2010 |pages=84–87 |issn=1742-3155 |oclc=489477015}}</ref> according to Grossman, he gave a happier outcome for the hamster as a response to Gilbert's grim ending for the hamster in ''Maniac Mansion''.<ref>{{cite journal |last=Wild |first=Kim |title=Developer Lookback – LucasArts – Part Two |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=28 |date=August 17, 2006 |pages=20–25 |issn=1742-3155 |oclc=489477015}}</ref> They also made the original game playable on an in-game computer resembling a Commodore 64,<ref name="GamesTm-Retro"/> which Grossman attributed to Gilbert reminiscing about the original's file size.<ref name="RetroMaking" /> LucasArts released ''Day of the Tentacle'' in 1993 to critical acclaim.<ref name="GamesTm-Retro"/><ref>{{cite web |url=http://www.metacritic.com/game/pc/maniac-mansion-day-of-the-tentacle |title=''Maniac Mansion: Day of the Tentacle'' for PC |publisher=[[Metacritic]] |accessdate=February 8, 2011}}</ref>
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 [[Chuck Jones]]-inspired visual style, alongside numerous puzzles based on time travel. Bernard and the Edison family were retained.<ref name="RetroMaking">{{cite journal |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |title=The Making Of Day Of The Tentacle |first=Kim |last=Wild |issue=81 |date=September 2010 |pages=84–87 |issn=1742-3155 |oclc=489477015}}</ref><ref>{{cite journal |last=Wild |first=Kim |title=Developer Lookback – LucasArts – Part Two |magazine=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=28 |date=August 17, 2006 |pages=20–25 |issn=1742-3155 |oclc=489477015}}</ref> The sequel, entitled ''[[Day of the Tentacle]]'', was released in 1993.<ref name="GamesTm-Retro"/>


==References==
==References==
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Revision as of 17:43, 13 September 2015

Maniac Mansion
Artwork of a vertical rectangular box. The top portion reads "Maniac Mansion" with a group of five teenagers in the foreground and dark landscape in the background. The first teenager is a blond male dressed in a black suit, the second a brunette male in a denim jacket and pants, the third, a black-haired male with glasses and a flashlight, the fourth a red-haired female in a black dress and spiked choker, and the fifth a male with long, blond hair holding a surfboard.
Ken Macklin's cover artwork depicts five of the playable characters: Syd, Dave, Bernard, Razor, and Jeff.
Developer(s)
Publisher(s)
Lucasfilm Games
  • Home computers
    Lucasfilm Games
    NES
    Jaleco
Designer(s)Ron Gilbert
Gary Winnick
Artist(s)Gary Winnick
Composer(s)Home computers
Chris Grigg
David Lawrence
NES
David Warhol
George Sanger
David Hayes
EngineSCUMM
Platform(s)Commodore 64, Apple II, IBM PC, Amiga, Atari ST, Nintendo Entertainment System
Release
October 1987
  • Commodore 64 / Apple II
    5 October 1987[1]
    IBM PC
    March 1988
    Amiga / Atari ST / IBM PC
    1989
    NES
Genre(s)Graphic adventure
Mode(s)Single-player

Maniac Mansion is a 1987 graphic adventure game developed and published by Lucasfilm Games. It follows teenage protagonist Dave Miller as he attempts to rescue his girlfriend from a mad scientist, whose mind has been enslaved by a sentient meteor. The player uses a point-and-click interface to guide Dave and two of his friends through the scientist's mansion while solving puzzles and avoiding dangers. Initially released for the Commodore 64 and Apple II, Maniac Mansion was Lucasfilm's foray into video game publishing.

The game was conceived in 1985 by Ron Gilbert and Gary Winnick, who sought to tell a comedic story based on horror film and B movie clichés. They mapped out the project as a paper-and-pencil game before coding commenced. While earlier adventure titles had relied on command lines, Gilbert disliked such systems, and he developed Maniac Mansion's simpler point-and-click interface as a replacement. To speed up production, he created a game engine called SCUMM, which went on to be used in many later LucasArts titles. After its release, Maniac Mansion was ported to several platforms. A port for the Nintendo Entertainment System had to be reworked heavily, in response to complaints by Nintendo of America that the game was inappropriate for children.

Maniac Mansion was critically acclaimed: reviewers lauded its graphics, cutscenes, animation and humor. Writer Orson Scott Card praised it as a step toward "computer games [becoming] a valid storytelling art." It influenced numerous graphic adventure titles, and its point-and-click interface became a standard feature in the genre. The game's success solidified Lucasfilm as a serious rival to adventure game studios such as Sierra Entertainment. In 1990, Maniac Mansion was adapted into a three-season television series of the same name, written by Eugene Levy and starring Joe Flaherty. A sequel to the game, entitled Day of the Tentacle, was released in 1993.

Overview

A horizontal rectangular video game screenshot that is a digital representation of a domestic room. Two human characters stand beside a green tentacle in the middle of the room. Below the scene is a list of commands.
Bernard and Dave visit the green tentacle in the mansion. The game displays dialogue above the scene and the point-and-click command interface below it.

Maniac Mansion is a graphic adventure game in which the player uses a point-and-click interface to guide characters through a two-dimensional game world and to solve puzzles.[4][5] Fifteen action commands, such as "Walk To" and "Unlock", may be selected by the player from a menu on the heads-up display.[6][7] The player starts the game by choosing two out of six characters to accompany protagonist Dave Miller.[6] Each character possesses unique abilities: for example, Syd and Razor can play musical instruments, while Bernard can repair appliances.[8] 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.[4][9] Maniac Mansion features cutscenes, a word coined by Ron Gilbert,[10][11] that interrupt gameplay to advance the story and inform the player about offscreen events.[4][6]

The game takes place in the mansion of the fictional Edison family: Dr. Fred, a mad scientist; Nurse Edna, his wife; and their son Weird Ed.[4] 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 was kidnapped by Dr. Fred.[4][12] Aside from the green tentacle, the mansion's inhabitants pose a threat and will throw the player characters 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 game ends if all characters are killed. Maniac Mansion has five possible endings, based on which characters are chosen, which survive, and what the characters accomplish.[13]

Development

Conception

A brown-haired man with a light brown plaid shirt stands behind a podium against a black background.
Ron Gilbert (pictured) co-wrote and designed Maniac Mansion with Gary Winnick; both were puzzle and graphic adventure game fans.[14]

Maniac Mansion was conceived in 1985, when Lucasfilm Games employees Ron Gilbert and Gary Winnick were assigned to create an original game.[15] Gilbert had been hired the previous year as a programmer for the game Koronis Rift.[16] He befriended Winnick, an artist for Labyrinth: The Computer Game, over their similar tastes in humor, film and television. Company management provided little oversight in the creation of Maniac Mansion, a trend to which Gilbert accredited the success of several of his games for Lucasfilm.[17]

Gilbert and Winnick co-wrote and -designed the project, but they worked separately as well—Gilbert on programming and Winnick on visuals. As both of them enjoyed B horror films, they decided to make a comedy-horror game set in a haunted house.[15][16] They drew inspiration from what Winnick called "a ridiculous teen horror movie", in which teenagers inside a building were killed one by one without any thought of leaving. This film, combined with clichés from popular horror movies such as Friday the 13th and A Nightmare on Elm Street, became the basis for the game's setting. Early work on the game progressed organically: according to Gilbert, "Very little was written down. Gary and I just talked and laughed a lot, and out it came."[17] Lucasfilm Games relocated to the Stable House at Skywalker Ranch during Maniac Mansion's conception period, and the ranch's Main House was used as a model for the mansion. Several rooms from the Main House received exact reproductions in the game, such as a library with a spiral staircase and a media room with a large-screen TV and grand piano.[16]

Story and characters were a primary concern for Gilbert and Winnick.[14] The pair based the game's cast on friends, family members, acquaintances and stereotypes. For example, Winnick's girlfriend Ray inspired Razor,[5][16] while Dave and Wendy were based, respectively, on Gilbert and a fellow Lucasfilm employee named Wendy.[16] According to Winnick, the Edison family was shaped after characters from EC Comics and Warren Publishing magazines.[17] The sentient meteor that brainwashes Dr. Fred was inspired by a segment from the 1982 anthology film Creepshow. A man-eating plant, similar to that of Little Shop of Horrors, was included as well.[16] The developers sought to strike a balance between a "sense of peril and sense of humor" with the game's story.[14]

A large white house with black roofing in front of green hills and forests.
The Main House at Skywalker Ranch inspired the design of Maniac Mansion's setting.

Initially, Gilbert and Winnick struggled to choose a gameplay genre for Maniac Mansion. While visiting relatives over Christmas, Gilbert saw his cousin play King's Quest: Quest for the Crown, an adventure game by Sierra Entertainment. Although he was a fan of the genre, this was Gilbert's first experience with a graphical text adventure, and he used his 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.[16][18]

Maniac Mansion's story and structure were designed before coding commenced. The project's earliest incarnation was a simple paper-and-pencil board game, in which the mansion's floor plan was used as a game board, and cards represented events and characters.[5] Lines connected the rooms to illustrate pathways by which characters could travel. Strips of cellulose acetate 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.[16] 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.[15][19] The game's dialogue, written by David Fox, was not created until after programming had begun.[5]

Production and SCUMM

Maniac Mansion was developed for the Commodore 64 home computer, which contained only 64 KB of memory.[15] Gilbert started programming the game in assembly language, but he realized quickly that the project was too large and complex for this method.[5][16] He decided that a new game engine would have to be created.[5][15] Its coding language was initially planned to be LISP-inspired, but Gilbert opted for one similar to C.[16] Lucasfilm employee Chip Morningstar contributed base code for the engine, upon which Gilbert built.[20] Gilbert hoped to create a "system that could be used on many adventure games, cutting down the time it took to make them".[15] Maniac Mansion's first six-to-nine months of production were dedicated largely to engine development.[17] The team wanted to include scrolling technology,[16][10] but this effect was nonviable at the planned level of visual complexity, thanks to the Commodore 64's hardware limitations. An innovative, tile-based graphics system was implemented to solve the problem, at a small cost in detail. Winnick gave each character a large head to make them recognizable.[16]

Although Gilbert wrote much of the foundational code for Maniac Mansion, the majority of the game's events were programmed by Lucasfilm employee David Fox.[16] Fox was between projects and planned to work on the game only for a month, but he remained with the team for six months.[5] With Gilbert, he wrote the characters' dialogue 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.[5]

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 game over 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".[5] Because of the project's nonlinear puzzle design, the team struggled to prevent no-win scenarios, 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 playtester, and many dead-ends went undetected as a result.[16] Further playtesting was provided by Gilbert's uncle, to whom Gilbert mailed a floppy disk of the game's latest version each week.[21]

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 games[15]

The Maniac Mansion team desired to retain the structure of a text-based adventure game, but without the standard command-line interface.[15] Gilbert and Winnick were frustrated by the genre's text parsers and frequent game over screens.[14] While in college, Gilbert had enjoyed Colossal Cave Adventure and the games of Infocom, but he had "really wanted to see graphics".[16][20] He found the inclusion of visuals in Sierra Entertainment games, such as King's Quest, to be "a big improvement".[20] However, these games still require the player to type, and to guess which commands must be input.[16][22] In response, Gilbert designed a point-and-click graphical user interface that displays every possible command.[16][22] Forty input commands were planned at first, but the number was gradually reduced to 12. As with AGI and Sierra's Creative Interpreter, each command was integrated into the scripting language.[16][23] Gilbert finished the Maniac Mansion engine—which he later named "Script Creation Utility for Maniac Mansion" (SCUMM)—after roughly one year of work.[5] Although the game was designed for the Commodore 64, the SCUMM engine allowed it to be ported easily to other platforms.[5][15]

After 18 to 24 months of development,[17] Maniac Mansion debuted at the 1987 Consumer Electronics Show in Chicago.[24] The game was released for the Commodore 64 and Apple II in October 1987.[25] While previous Lucasfilm Games products had been published by outside companies, Maniac Mansion was self-published. This became a trend at Lucasfilm.[5][26] 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.[16] March 1988 saw the release of an MS-DOS port,[16] developed in part by Lucasfilm employees Aric Wilmunder and Brad Taylor.[17] Ports for the Amiga, Atari ST and Nintendo Entertainment System (NES) followed.[16]

Nintendo Entertainment System version

A grey-haired man with a grey beard wearing black jacket and grey shirt, talking with a whiteboard behind him.
A middle-aged man with a brown and grey bear wearing a black shirt and green jacket.
Douglas Crockford (left) managed and Tim Schafer (right) playtested the NES version.

Published by Jaleco in September 1990,[27] Maniac Mansion was the first NES release by Lucasfilm Games. Company management was occupied with other projects, and so the port received little attention until employee Douglas Crockford volunteered to direct it. The team used a modified version of the SCUMM engine called "NES SCUMM" for the port.[2] According to Crockford, "[One] of the main differences between the NES and PCs is that the NES can do certain things much faster".[28] The graphics had to be entirely redrawn to match the NES's display resolution.[2] Tim Schafer, who later designed Maniac Mansion's sequel Day of the Tentacle, received his first professional credit as a playtester for the NES version of Maniac Mansion.[29]

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".[16] However, additional content was removed from the NES version to make it suitable for a younger audience, and to conform with Nintendo's policies.[17] 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.[2]

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 classical sculpture and a poster of a mummy in a Playmate 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. In retrospect, Crockford commented that such policies made for "bland" products, and he called Nintendo a "jealous god".[2]

George "The Fat Man" Sanger and his band contributed to the NES port's music.

Lucasfilm Games re-submitted the edited version of Maniac Mansion to Nintendo, which then manufactured 250,000 cartridges.[30] Each cartridge was fitted with a battery back-up to save data.[31] Nintendo announced the port through its official magazine in early 1990, and it provided further coverage later that year.[8][32] The ability to microwave a hamster remained in the game, which Crockford cited as an example of the censors' contradictory criteria.[2][31] However, Nintendo later noticed it and demanded its removal. After the first batch of cartridges was sold, Jaleco was forced to remove the content from future shipments.[30][31] Maniac Mansion was one of four games in the NES library—alongside Shadowgate, F-15 Strike Eagle and Déjà Vu—to be translated into Swedish.[33] The Japanese release lacks certain visual and musical elements, but it features flip-screen scrolling and modified character graphics.[17]

Late in development, Jaleco commissioned Realtime Associates to provide background music, which no previous version of Maniac Mansion had featured. Realtime Associates' founder and president David Warhol noted that "video games at that time had to have 'wall to wall' music". He brought in George "The Fat Man" Sanger and his band, along with David Hayes, to compose the score. Their goal was to create songs that suited each character, such as a punk rock theme for Razor, an electronic rock theme for Bernard and a version of Thin Lizzy's "The Boys Are Back in Town" for Dave Miller. Warhol translated their work into NES chiptune music.[34]

Reception

Keith Farrell of Compute!'s Gazette was struck by Maniac Mansion's similarity to film, particularly in its use of cutscenes to impart "information or urgency". He lauded the game's graphics, animation and high level of detail.[41] Commodore User's Bill Scolding and three reviewers from Zzap!64 compared the game to The Rocky Horror Picture Show.[6][37] Further comparisons were drawn to Psycho, Friday the 13th, The Texas Chain Saw Massacre, The Addams Family and Scooby-Doo.[6][37][42] Russ Ceccola of Commodore Magazine found the cutscenes to be creative and well made, and he commented that the "characters are distinctively Lucasfilm's, bringing facial expressions and personality to each individual character".[43] In Compute!, Orson Scott Card praised the game's humor, cinematic storytelling and lack of violence. He called it "compellingly good" and evidence of Lucasfilm's push "to make computer games a valid storytelling art."[44]

German magazine Happy-Computer commended the point-and-click interface and likened it to that of Uninvited by ICOM Simulations. The publication highlighted Maniac Mansion's graphics, originality and overall enjoyability: one of the writers called it the best adventure title yet released.[45] Happy-Computer later reported that Maniac Mansion was the highest-selling video game in West Germany for three consecutive months.[46] The game's humor received praise from Zzap!64, whose reviewers called the point-and-click controls "tremendous" and the total package "innovative and polished".[6] Shay Addams of Questbusters: The Adventurer's Newsletter preferred Maniac Mansion's interface to that of Labyrinth: The Computer Game. He considered the game to be Lucasfilm's best, and he recommended it to Commodore 64 and Apple II users unable to run titles with better visuals, such as those from Sierra Entertainment.[42] A writer for ACE enjoyed the game's animation and depth, but he noted that fans of text-based adventures would dislike the game's simplicity.[7]

Ports

Reviewing the MS-DOS and Atari ST ports, a critic from The Games Machine called Maniac Mansion "an enjoyable romp" that was structurally superior to later LucasArts adventure games. However, the writer noticed poor pathfinding and disliked the limited audio.[39] Reviewers for The Deseret News lauded the audiovisuals and considered the product "wonderful fun".[47] Computer Gaming World's Charles Ardai praised the game for attaining "the necessary and precarious balance between laughs and suspense that so many comic horror films and novels lack". Although he faulted the control system's limited options, he hailed it as "one of the most comfortable ever devised".[12] Writing for VideoGames & Computer Entertainment, Bill Kunkel and Joyce Worley stated that the game's plot and premise were typical of the horror genre; but they praised the interface and execution.[48]

Reviewing Maniac Mansion's Amiga version, Simon Byron of The One Amiga praised the game for retaining "charm and humour" six years after its first appearance. However, he believed that its art direction had become "tacky" compared to more recent titles.[36] Stephen Bradly of Amiga Format found the game derivative, but he encountered "loads of visual humour" in it; and he added, "Strangely, it's quite compelling after a while."[38] Michael Labiner of Germany's Amiga Joker considered Maniac Mansion to be one of the best adventure games for the system. He noted minor graphical flaws, such as a limited color palette, but he argued that the gameplay made up for such shortcomings.[49] Writing for Datormagazin in Sweden, Ingela Palmér commented that the Amiga and Commodore 64 versions of Maniac Mansion were nearly identical. She criticized the graphics and gameplay of both releases, but she believed the game to be highly enjoyable regardless.[50]

Reviewing the NES release, British magazine Mean Machines commended the game's presentation, playability and replay value. However, the publication noted undetailed graphics and "ear-bashing tunes". The magazine's Julian Rignall compared Maniac Mansion to the title Shadowgate, but he preferred the former's controls and lack of "death-without-warning situations".[40] Writers for Germany's Video Games referred to the NES version as a "classic". Co-reviewer Heinrich Lenhardt stated that Maniac Mansion was unlike any other NES adventure game, and that it was no less enjoyable than its home computer releases. Co-reviewer Winnie Forster found it to be "one of the most original representatives of the [adventure game] genre".[51] In retrospective features, Edge magazine called the NES version "somewhat neutered" and GamesTM referred to it as "infamous" and "heavily censored".[5][15]

Impact and legacy

In 2010, the staff of GamesTM dubbed Maniac Mansion a "seminal" title, which overhauled the gameplay of the graphic adventure genre. Removing the need to guess syntax allowed players to concentrate on the story and puzzles, which created a smoother and more enjoyable experience, according to the magazine.[15] 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".[35] Designer Dave Grossman, who worked on Lucasfilm Games' later Day of the Tentacle and The Secret of Monkey Island, felt that Maniac Mansion had revolutionized the adventure game genre.[17] Christopher Buecheler of GameSpy credited the game with its genre's subsequent critical adoration and commercial viability.[11] However, authors Connie Veugen and Felipe Quérette argued that, while Maniac Mansion's point-and-click interface was influential, it removed the enjoyment of discovering a game's vocabulary.[52] The game was one of the first to contain product placement—in its case, Pepsi branding. Other games, such as Teenage Mutant Ninja Turtles II: The Arcade Game, Zool and Tapper, followed suit.[53]

Reed highlighted the "wonderfully ambitious" design of Maniac Mansion, in reference to its writing, interface and cast of characters.[35] Game designer Sheri Graner Ray believed the game to challenge "damsel in distress" stereotypes through its inclusion of female protagonists.[54] Conversely, writer Mark Dery argued that the goal of rescuing a kidnapped cheerleader reinforced negative gender roles.[55] The Lucasfilm team built on their experiences from Maniac Mansion and became increasingly ambitious in subsequent titles.[14] Gilbert admitted to making mistakes—such as the inclusion of no-win situations—in Maniac Mansion, and he applied these lessons to future projects. For example, the game relies on timers rather than events to trigger cutscenes, which occasionally results in awkward transitions: Gilbert worked to avoid this flaw with the Monkey Island series.[15] Because of Maniac Mansion's imperfections, however, Gilbert considers it his favorite of his games.[16]

According to writers Mike and Sandie Morrison, Lucasfilm Games became "serious competition" in the adventure genre after the release of Maniac Mansion.[56] The game's success solidified Lucasfilm as one of the leading producers of adventure games:[15] authors Rusel DeMaria and Johnny Wilson described it as a "landmark title" for the company. In their view, Maniac Mansion—along with Space Quest: The Sarien Encounter and Leisure Suit Larry in the Land of the Lounge Lizards—inaugurated a "new era of humor-based adventure games".[57] 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.[35] The SCUMM engine was reused by Lucasfilm in eleven later titles;[15] improvements were made to its code with each game.[16] 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.[15] Following his 1992 departure from LucasArts—a conglomeration of Lucasfilm Games, ILM and Skywalker Sound formed in 1990—, Gilbert used SCUMM to create adventure games and Backyard Sports titles for Humongous Entertainment.[16][58]

In 2011, Richard Cobbett of PC Gamer summarized Maniac Mansion "one of the most intricate and important adventure games ever made".[59] Retro Gamer ranked it as one of the ten best Commodore 64 games in 2006,[60] and IGN later named it the tenth best LucasArts adventure game.[61] Seven years after the NES version's debut, Nintendo Power named it the 61st best game ever.[62] The publication dubbed it the 16th best NES title in 2008. The game's uniqueness and clever writing were praised by Nintendo Power:[63] 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."[64] In its retrospective coverage, Nintendo Power several times noted the ability to microwave a hamster,[62] which the staff considered to be an iconic scene.[64] In March 2012, Retro Gamer listed the hamster incident as one of the "100 Classic Gaming Moments".[65]

Maniac Mansion enthusiasts have drawn fan art of its characters, participated in tentacle-themed cosplay and produced a trailer for a fictitious film adaptation of the game.[16] German fan Sascha Borisow created a fangame remake, entitled Maniac Mansion Deluxe, with enhanced audio and visuals. He used the Adventure Game Studio engine to develop the project, which he distributed free of charge on the Internet.[66][67] By the end of 2004, the remake had over 200,000 downloads.[68] A remake with three-dimensional graphics was created by the German developer Vampyr Games,[69][70] and another group in Germany is producing one with art direction similar to that of Day of the Tentacle.[71] Fans have created an episodic series of games based on Maniac Mansion as well.[72] 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. However, he expressed doubts about its potential quality, in light of George Lucas' enhanced remakes of the original Star Wars trilogy.[73]

TV adaptation and game sequel

Lucasfilm conceived the idea for a television adaptation of Maniac Mansion, the rights to which were purchased by The Family Channel in 1990.[74] The two companies collaborated with Atlantis Films to produce a sitcom named after the game, which debuted in September of that year.[75][76] It aired on YTV in Canada and The Family Channel in the United States.[77] Based in part on the video game, the series focuses on the Edison family's life and stars Joe Flaherty as Dr. Fred. Its writing staff was led by Eugene Levy.[76] Gilbert later said that the premise of the series changed during production, until it differed heavily from the game's original plot.[16] Upon its debut, the adaptation received positive reviews from Variety, Entertainment Weekly and the Los Angeles Times.[78][79][80] Time named it one of the year's best new series.[81] However, Ken Tucker of Entertainment Weekly questioned the decision to air the series on The Family Channel, given Flaherty's subversive humor.[79] Discussing the series in retrospect, Cobbett criticized its generic storylines and lack of relevance to the game.[59] The series lasted for three seasons; 66 episodes were filmed.[17]

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 Chuck Jones-inspired visual style, alongside numerous puzzles based on time travel. Bernard and the Edison family were retained.[82][83] The sequel, entitled Day of the Tentacle, was released in 1993.[15]

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External links