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NES box art for Maniac Mansion, the cover of NEStalgia episode 367

367 · Maniac Mansion

▶ Game info
March 7, 2025 · 1 hr 9 min · transcript available

The Edison mansion has always been a creepy old house on the edge of town. There have been rumors of strange experiments going on and of odd creatures living amongst the Edison family. There is even a story that a meteorite once crashed near the home nearly 20 years ago. More immediately, a girl named Sandy has gone missing from the local highschool and her boyfriend Dave swears that he saw Dr. Fred abducting her. Dave knows that he cannot do it alone and will need help from two other students if he has any hope of infiltrating the mansion and rescuing Sandy.

Our verdict: Essential

Maniac Mansion is a point-and-click adventure that began on the Commodore 64 and Apple II, built mostly by two people, Ron Gilbert and Gary Winnick, on their own engine, SCUM. Mike, Sean and Joe were all on this one. Nobody had played it growing up, and we were all charmed. The disagreement was whether the NES is the right place to play it.

Why we loved it

  • A verb system that moves. Use, push, pull, open, get and so on, picked with a cursor. We expected a clunky port and found a Select hotkey for your most-used verbs, which kept things quick.
  • Poke around and it pays off. The game never says "now feed the plant." You hover over everything and each discovery hints at the next: a hungry tentacle upstairs, a garage door you're too weak to open, a Hunk-O-Matic machine to fix that. Even the manual hides things, like the loose brick in the dungeon.
  • Three kids, many endings. You always play Dave and pick two others, who open different puzzles and endings. We counted five, from getting the meteor's memoir published (steam the envelope in the microwave, raise the mailbox flag) to calling the meteor police. Bernard is the best all-rounder but runs from the tentacle. Jeff only fixes the phone.
  • Humor. Pepsi for the plant, a hamster you can microwave, a sentient meteor. Dave's "don't be a Tuna head" is the censored stand-in for a ruder line, and we agreed it's funnier.
  • Fair failure. Dead ends exist (at least a dozen), but you can save anytime and characters comment when you've wasted something. The story goes that Gilbert, annoyed at an adventure where a mirror shard killed you, vowed that wouldn't happen here.
  • The music. Each character gets a theme, and the title track is among our favorites on the NES. It plays at full blast, though, and a CD player that kept switching itself back on wore on us.

What made us wince

  • No way to look closely. We wanted Inspect, or Sniff. "Read" didn't always work and pixelated pictures stayed mysteries.
  • Dated logic. A mailbox flag will stump anyone who hasn't mailed a letter lately.
  • Cleaned up for Nintendo. The swimsuit calendar became a plain calendar and a statue lost its curves, though the hamster slipped by at first.

Beyond the game

It got a Nintendo Power cover, plus a $7.95 hint book (the game itself was $49.95). The Famicom version looks very different, with a nearly empty house. A TV show ran three seasons, and the sequel is Day of the Tentacle.

The bottom line

Essential. In the episode, Mike voted no: he ended up playing with a mouse and keyboard and couldn't put the NES version on a list built around the NES. Sean agreed, calling it a mea culpa over Shadowgate. Joe voted Essential, saying the fun, the depth and the multiple endings outweighed a D-pad. Two no votes kept it off the list that day, and it was added later in the Best of 1990.

Written from our conversation in this episode.

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