Maniac Mansion
A 1987 point-and-click classic where you rescue Sandy from a mad scientist's mansion using one of six wildly different kid characters. Old-school, unforgiving, and still clever.
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Maniac Mansion is a point-and-click adventure from Lucasfilm Games that practically invented the grammar of the genre. You control Dave and two companions of your choosing from a roster of six teenagers, each with distinct skills, and your job is to infiltrate Dr. Fred's mansion, outwit his nuclear-powered meteor obsession, and rescue Dave's girlfriend Sandy. The verb-based interface, where you click commands like 'Pick Up', 'Use', and 'Give' to interact with objects, predates LucasArts' later SCUMM refinements, and it shows. This is a game from an era when designers considered dead ends and unwinnable states a feature, not a bug. From a systems perspective, the character-selection mechanic is the real engine here. Razor can exploit a record deal. Syd and Wendy have their own creative angles. Bernard is the tech nerd who can do things nobody else can. The permutations across your three-person team create genuinely different routes through the mansion, and completionists will want multiple runs to see every outcome. That kind of build-variety thinking, choosing your 'party' before the mission rather than midway through, is satisfying in a way that holds up surprisingly well in replay. Here is the honest caveat, and it matters for the buying decision. Maniac Mansion is hard in the specifically cruel way that 1980s adventure games were hard. Puzzles occasionally demand pixel-hunting or logic that only makes sense if you grew up reading the manual. Some character combinations create soft-locks you will not discover until an hour in. There is no hand-holding, no hint system, and the tutorial is essentially 'read the box art'. For a strategy-minded player who enjoys optimising routes and running parallel playthroughs, that friction eventually becomes the point. For someone expecting the accessibility of modern Telltale-style adventures, it will feel like homework. The mod ecosystem around this specific PC release is modest, and the AI (such as it is, running mansion NPCs on scripted schedules) is period-appropriate rather than sophisticated. What makes the 221-reviewer community still positive at 88% is pure nostalgia plus genuine design respect: the mansion layout is dense and logical, item interactions have internal consistency, and the multiple endings reward players who push every combination. If you approach it as a puzzle-box with six keys rather than a story to be experienced passively, the depth-to-runtime ratio is impressive for something this old. Bring a notepad. Seriously, pen and paper. Map the rooms, track which characters have which items, and do not microwave the hamster unless you know what you are doing. Played that way, Maniac Mansion remains a compact, replayable example of why the adventure genre developed the way it did. It is not comfortable, but it is coherent, and that still counts for something.

Strategy & simulation
Etiquetas
Requisitos del sistema
Mínimos
- Processor
- 1 GHz
- Memory
- 256 MB RAM
- Graphics
- 3D graphics card compatible with DirectX 7
- DirectX
- Version 7.0
- Storage
- 40 MB available space
- Sound Card
- 16-bit sound card
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Información del juego
- Desarrolladora
- Lucasfilm Games
- Distribuidora
- LucasArts, Lucasfilm, Disney Interactive
- Fecha de lanzamiento
- 18 dic 2017
