Maniac Mansion
マニアックマンション
- Year
- 1990
- Developer
- Lucasfilm Games / Jaleco
- Publisher
- Jaleco
- Platform
- FC / NES
- Hardware
- Family Computer (8-bit)
- Genre
- Point-and-click adventure
- Players
- 1 player
- Controls
- D-pad/cursor + A (select) / B (cancel)
- Series
- LucasArts adventures

Gameplay Screenshots




About This Game
Maniac Mansion is the game that invented the engine most adventure games were built on for the next decade. You pick three teenagers from a group of six, walk them into a mansion owned by a mad scientist, and try to free his girlfriend, Sandy, from the basement - and who you bring changes what you can actually do.
That is the design idea that keeps it interesting. Each character has one skill: one can fix a fuse, one can pick a lock, one can play an instrument, and the mansion's puzzles are gated behind those abilities, so a playthrough is a plan rather than a sequence of steps. There are several ways to finish it and several endings. The NES conversion is faithful in structure but was trimmed for Nintendo's content standards, losing some text and options present in the computer originals - worth knowing before you compare notes with someone who played it on a Commodore 64.
- Choose any three of six characters, each with one unique skill
- The SCUMM engine - the scripting system later reused for Monkey Island and beyond
- Multiple routes through the mansion and multiple endings
- NES conversion trimmed for Nintendo's content guidelines
Version History
- Commodore 64 original1987
The original release, built on Lucasfilm Games' newly written SCUMM engine.
- NES US version1990-09
The version on this page, published by Jaleco.
- Europe / Japan1990-1991
Later regional releases of the same conversion.
Tips & Strategy
Take the fuse-fixer and the lock-picker
Those two skills open the largest share of the house. The third slot is where you spend your flexibility.
Send one character everywhere first
Moving the whole group costs time. Scouting with one and bringing the right specialist to each blocked door is faster.
Try items on items
Much of the game is combining things. A cutscene or an unlock usually means two inventory objects have a use together.
Save at the stairwell
The house is laid out around it. Keeping one save there turns any dead end into a short walk rather than a restart.
Download Resources
Resource packs for this game are provided through the button below.
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