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Maniac Mansion
Maniac Mansion is a 1987 graphic adventure video game developed and published by Lucasfilm Games. It follows teenage protagonist Dave Miller as he attempts to rescue his girlfriend Sandy Pantz 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 six playable friends through the scientist's mansion while solving puzzles and avoiding dangers. Gameplay is non-linear, and the game must be completed in different ways based on the player's choice of characters. Initially released for the Commodore 64 and Apple II, Maniac Mansion was Lucasfilm Games' first self-published product.
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 was 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 Nintendo of America's concerns 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 On-Line. 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, Day of the Tentacle, was released in 1993.
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. Fifteen action commands, such as "Walk To" and "Unlock", may be selected by the player from a menu on the screen's lower half. The player starts the game by choosing two out of six characters to accompany protagonist Dave Miller: Bernard, Jeff, Michael, Razor, Syd, and Wendy. Each character possesses unique abilities: for example, Syd and Razor can play musical instruments, while Bernard can repair appliances. The game may be completed with any combination of characters; but, since many puzzles are solvable only by certain characters, different paths must be taken based on the group's composition. Maniac Mansion features cutscenes, a word coined by Ron Gilbert, that interrupt gameplay to advance the story and inform the player about offscreen events.
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. Living with the Edisons are two large, disembodied tentacles, one purple and the other green. The intro sequence shows that a sentient meteor crashed near the mansion twenty years earlier; it brainwashed the Edisons and directed Dr. Fred to obtain human brains for use in experiments. The game begins as Dave Miller prepares to enter the mansion to rescue his girlfriend, Sandy Pantz, who had been kidnapped by Dr. Fred. With the exception of the green tentacle, the mansion's inhabitants are hostile, 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 continue with the remaining of the three selected characters; 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.
Maniac Mansion was conceived in 1985 when Lucasfilm Games employees Ron Gilbert and Gary Winnick were assigned to create an original game. Gilbert had been hired the previous year as a programmer for the game Koronis Rift. He befriended Winnick 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 credited the success of several of his games for Lucasfilm.
Gilbert and Winnick co-wrote and co-designed the project, and also worked separately with 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. They drew inspiration from a film whose name Winnick could not recall. He described it as "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". 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.
Story and characters were a primary concern for Gilbert and Winnick. The pair based the game's cast on friends, family members, acquaintances, and stereotypes. For example, Winnick's girlfriend Ray was the inspiration for Razor, while Dave and Wendy were based, respectively, on Gilbert and a fellow Lucasfilm employee named Wendy. According to Winnick, the Edison family was shaped after characters from EC Comics and Warren Publishing magazines. The sentient meteor that brainwashes Dr. Fred was inspired by a segment from the 1982 anthology film Creepshow. The man-eating plant is similar to that of Little Shop of Horrors. The developers sought to strike a balance between tension and humor with the game's story.
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Maniac Mansion
Maniac Mansion is a 1987 graphic adventure video game developed and published by Lucasfilm Games. It follows teenage protagonist Dave Miller as he attempts to rescue his girlfriend Sandy Pantz 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 six playable friends through the scientist's mansion while solving puzzles and avoiding dangers. Gameplay is non-linear, and the game must be completed in different ways based on the player's choice of characters. Initially released for the Commodore 64 and Apple II, Maniac Mansion was Lucasfilm Games' first self-published product.
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 was 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 Nintendo of America's concerns 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 On-Line. 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, Day of the Tentacle, was released in 1993.
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. Fifteen action commands, such as "Walk To" and "Unlock", may be selected by the player from a menu on the screen's lower half. The player starts the game by choosing two out of six characters to accompany protagonist Dave Miller: Bernard, Jeff, Michael, Razor, Syd, and Wendy. Each character possesses unique abilities: for example, Syd and Razor can play musical instruments, while Bernard can repair appliances. The game may be completed with any combination of characters; but, since many puzzles are solvable only by certain characters, different paths must be taken based on the group's composition. Maniac Mansion features cutscenes, a word coined by Ron Gilbert, that interrupt gameplay to advance the story and inform the player about offscreen events.
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. Living with the Edisons are two large, disembodied tentacles, one purple and the other green. The intro sequence shows that a sentient meteor crashed near the mansion twenty years earlier; it brainwashed the Edisons and directed Dr. Fred to obtain human brains for use in experiments. The game begins as Dave Miller prepares to enter the mansion to rescue his girlfriend, Sandy Pantz, who had been kidnapped by Dr. Fred. With the exception of the green tentacle, the mansion's inhabitants are hostile, 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 continue with the remaining of the three selected characters; 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.
Maniac Mansion was conceived in 1985 when Lucasfilm Games employees Ron Gilbert and Gary Winnick were assigned to create an original game. Gilbert had been hired the previous year as a programmer for the game Koronis Rift. He befriended Winnick 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 credited the success of several of his games for Lucasfilm.
Gilbert and Winnick co-wrote and co-designed the project, and also worked separately with 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. They drew inspiration from a film whose name Winnick could not recall. He described it as "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". 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.
Story and characters were a primary concern for Gilbert and Winnick. The pair based the game's cast on friends, family members, acquaintances, and stereotypes. For example, Winnick's girlfriend Ray was the inspiration for Razor, while Dave and Wendy were based, respectively, on Gilbert and a fellow Lucasfilm employee named Wendy. According to Winnick, the Edison family was shaped after characters from EC Comics and Warren Publishing magazines. The sentient meteor that brainwashes Dr. Fred was inspired by a segment from the 1982 anthology film Creepshow. The man-eating plant is similar to that of Little Shop of Horrors. The developers sought to strike a balance between tension and humor with the game's story.