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		<id>https://wiki.sarg.dev/index.php?title=Operation_Thunderbolt_(video_game)&amp;diff=618014</id>
		<title>Operation Thunderbolt (video game)</title>
		<link rel="alternate" type="text/html" href="https://wiki.sarg.dev/index.php?title=Operation_Thunderbolt_(video_game)&amp;diff=618014"/>
		<updated>2025-10-20T03:45:39Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:E5D0:A9A0:706A:5D41:7468:5B4C: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{short description|1988 video game}}&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| title = Operation Thunderbolt&lt;br /&gt;
| image = Operation Thunderbolt (video game) titlescreen.jpg&lt;br /&gt;
| caption = Japanese arcade flyer&lt;br /&gt;
| developer = [[Taito]]{{efn|Home computer versions developed by [[Ocean Software]]; SNES version developed by Aisystem Tokyo.}}&lt;br /&gt;
| publisher = Taito&amp;lt;br&amp;gt;&#039;&#039;&#039;Home computers&#039;&#039;&#039;&amp;lt;br&amp;gt;[[Ocean Software]]&lt;br /&gt;
| designer = Junji Yarita&amp;lt;br/&amp;gt;Hiroyuki Sako&lt;br /&gt;
| programmer = Daisuke Sasaki&amp;lt;br/&amp;gt;Akira Ōtsuki&amp;lt;br/&amp;gt;Youzou Koma&amp;lt;br/&amp;gt;Tatsuo Nakamura&amp;lt;br/&amp;gt;Shinji Soyano&lt;br /&gt;
| composer = Shizuo Aizawa&lt;br /&gt;
| artist = Hiroyasu Nagai&amp;lt;br/&amp;gt;Osamu Matsuura&amp;lt;br/&amp;gt;Junji Yarita&amp;lt;br/&amp;gt;Yoshihiko Wakita&amp;lt;br/&amp;gt;Minori Ishino&amp;lt;br/&amp;gt;Taira Sanuki&amp;lt;br/&amp;gt;Hisakazu Kato&lt;br /&gt;
| series = &#039;&#039;Operation Wolf&#039;&#039;&lt;br /&gt;
| platforms = [[Arcade video game|Arcade]], [[Amiga]], [[Amstrad CPC]], [[Atari ST]], [[Commodore 64]], [[ZX Spectrum]], [[Amstrad GX4000]], [[Super Nintendo Entertainment System|Super NES]]&lt;br /&gt;
| released = {{Collapsible list|title={{nobold|December 1988}}|&#039;&#039;&#039;Arcade&#039;&#039;&#039;{{vgrelease|JP|December 1988&amp;lt;ref&amp;gt;{{cite book |last1=Akagi |first1=Masumi |title=アーケードTVゲームリスト国内•海外編(1971-2005) |trans-title=Arcade TV Game List: Domestic • Overseas Edition (1971-2005) |date=October 13, 2006 |publisher=Amusement News Agency |lang=ja |location=Japan |isbn=978-4990251215 |pages=42|url=https://archive.org/details/ArcadeGameList1971-2005/page/n43/mode/2up}}&amp;lt;/ref&amp;gt;|NA|February 1989&amp;lt;ref&amp;gt;{{cite book |last1=Akagi |first1=Masumi |title=アーケードTVゲームリスト国内•海外編(1971-2005) |trans-title=Arcade TV Game List: Domestic • Overseas Edition (1971-2005) |date=October 13, 2006 |publisher=Amusement News Agency |lang=ja |location=Japan |isbn=978-4990251215 |pages=137|url=https://archive.org/details/ArcadeGameList1971-2005/page/n137/mode/2up}}&amp;lt;/ref&amp;gt;}} &#039;&#039;&#039;Amiga, Atari ST, C64, CPC, ZX Spectrum&#039;&#039;&#039;{{vgrelease|EU|December 1989&amp;lt;ref&amp;gt;{{cite magazine |author=&amp;lt;!-- not stated --&amp;gt; |date=September 1989 |title=Preview: Operation Thunderbolt |url=https://archive.org/details/ComputerAndVideoGamesIssue094Aug89/page/n107/mode/2up |magazine=[[Computer and Video Games]] |publisher=[[Ascential|EMAP]] |issue=94 |page=109}}&amp;lt;/ref&amp;gt;}} &#039;&#039;&#039;GX4000&#039;&#039;&#039;{{vgrelease|EU|1993}} &#039;&#039;&#039;Super NES&#039;&#039;&#039;{{vgrelease|NA|October 1994&amp;lt;ref&amp;gt;{{cite web |url=http://www.nintendo.com/consumer/downloads/snes_games.pdf |publisher=Nintendo of America |title=Super NES Games |url-status=dead |archive-url=https://web.archive.org/web/20140611225644/http://www.nintendo.com/consumer/downloads/snes_games.pdf |archive-date=June 11, 2014 }}&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
}}&lt;br /&gt;
| genre = [[Light gun shooter]]&lt;br /&gt;
| modes = [[Single-player]], [[multiplayer]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Operation Thunderbolt&#039;&#039;&#039;&#039;&#039; is a 1988 [[light gun shooter]] video game developed and published by [[Taito]] for [[Arcade video game|arcades]]. As the sequel to &#039;&#039;[[Operation Wolf]]&#039;&#039;, changes include two-player gameplay with two [[positional gun]] controllers mounted on the [[arcade cabinet]], and a new forward-scrolling [[pseudo-3D]] perspective combined with [[side-scrolling]] sections.&lt;br /&gt;
&lt;br /&gt;
The arcade game was a commercial success and was one of the top three [[1989 in video games|highest-grossing dedicated arcade games of 1989]] in both Japan and the United States. Versions were released for [[Amiga]], [[Commodore 64]], and [[Super Nintendo Entertainment System]]. The arcade-exclusive sequel &#039;&#039;[[Operation Wolf 3]]&#039;&#039; was released in 1994.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Green berets Roy Adams and Hardy Jones must save American hostages from a hijacked airliner which was forced to land in the fictional African province, Kalubya. They must capture six different bases, shoot enemies with machine guns or grenade launcher, and try to save the hostages. Enemies include soldiers, jeeps, tanks, and helicopters, attacking with bullets, grenades, or rockets.&lt;br /&gt;
&lt;br /&gt;
In stages 4 and 6, killing one of the hostages will decrease the player&#039;s life. At least one hostage must be rescued in those stages, or the game is over. In Stage 8, the players must engage with the lead hijacker holding the pilot hostage. Continues are not permitted. If the pilot gets killed, a bad ending will be shown &amp;quot;The pilot is dead; escape is impossible&amp;quot;. If the hijacker is killed, the good ending will be shown where the player and hostages flee the hostile nation, with the plane&#039;s takeoff.&lt;br /&gt;
&lt;br /&gt;
Changes from &#039;&#039;Operation Wolf&#039;&#039; include the [[arcade cabinet]] using [[positional gun]] controllers instead of [[light gun]],&amp;lt;ref name=retrogamer153&amp;gt;{{cite magazine|title =Ultimate Guide: Operation Thunderbolt|magazine=[[Retro Gamer]]|issue=153|pages=36|author=Martyn Carroll|quote=&amp;quot;Rather than using lightguns the sequel utilised a pair of positional guns that directly controlled invisible cursors on the screen&amp;quot;}}&amp;lt;/ref&amp;gt; two-player simultaneous play with two mounted guns, and a new forward-scrolling [[pseudo-3D]] perspective combined with [[side-scrolling]] sections.&amp;lt;ref name=&amp;quot;CU65&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
[[File:Opeation thundershot snes.png|thumb|The Super NES version]]&lt;br /&gt;
[[Ocean Software]] published conversions of &#039;&#039;Operation Thunderbolt&#039;&#039; for the [[Amiga]], [[Amstrad CPC]], [[Atari ST]], [[Commodore 64]], and [[ZX Spectrum]] in 1989.&amp;lt;ref name=retrogamer139&amp;gt;{{cite magazine|title =Ultimate Guide: Operation Thunderbolt|magazine=[[Retro Gamer]]|issue=139|page=40|author=Martyn Carroll}}&amp;lt;/ref&amp;gt; A cartridge version for the [[Amstrad GX4000]] followed in 1993.&amp;lt;ref&amp;gt;{{cite magazine|title =Cart Reviews|magazine=Amstrad Action|url=https://archive.org/details/amstrad-action-098/page/n47/mode/2up|issue=98|page=48}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Super Nintendo Entertainment System|Super NES]] version was released by Taito in 1994&amp;lt;ref name=retrogamer139 /&amp;gt; and works with the [[SNES Mouse]]&amp;lt;ref&amp;gt;{{cite magazine|title=Let&#039;s Get Technical|magazine=[[GamePro]]|issue=76|publisher=[[International Data Group|IDG]]|date=January 1995|page=14}}&amp;lt;/ref&amp;gt; and the [[Super Scope]].&amp;lt;ref&amp;gt;{{cite magazine |title=Buyers Beware|magazine=[[GamePro]]|issue=98 |publisher=[[International Data Group|IDG]]|date=November 1996|page=24}}&amp;lt;/ref&amp;gt; The player can choose from a variety of different characters.&amp;lt;ref name=retrogamer139 /&amp;gt; The storyline was altered so that the hijackers were members of the fictional Bintazi People&#039;s Republic, under lifelong dictator General Abul Bazarre, who demands that his comrades be freed or the hostages will be executed.&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
The story for the game is loosely based on the plot of the [[Operation Thunderbolt (film)|film by the same name]], which in turn was based on the real-life [[Entebbe raid]] that occurred on July 4, 1976.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
{{Video game reviews&lt;br /&gt;
| ARC = true&lt;br /&gt;
| AMI = true&lt;br /&gt;
| PC = true&lt;br /&gt;
| SNES = true&lt;br /&gt;
| ZX = true&lt;br /&gt;
| ACE_AMI = 927&amp;lt;ref name=&amp;quot;ACE29&amp;quot;&amp;gt;{{Cite magazine|url=https://spectrumcomputing.co.uk/page.php?issue_id=1755&amp;amp;page=48|title=Operation Thunderbolt Review|magazine=ACE|page=48|year=1990|issue=29}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| ACE_PC = 815 ([[Amstrad CPC|CPC]])&amp;lt;ref name=&amp;quot;ACE29&amp;quot;/&amp;gt;&lt;br /&gt;
| ACE_ZX = 805&amp;lt;ref name=&amp;quot;ACE29&amp;quot;/&amp;gt;&lt;br /&gt;
| CRASH_ARC = Positive&amp;lt;ref name=&amp;quot;arcade&amp;quot;&amp;gt;{{cite web |title=Arcade game reviews |url=https://www.solvalou.com/arcade/reviews |website=Solvalou.com |access-date=25 February 2021}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| CRASH_ZX = 91%&amp;lt;ref&amp;gt;{{Cite magazine|url=https://spectrumcomputing.co.uk/page.php?issue_id=1038&amp;amp;page=62|title=Operation Thunderbolt Review|magazine=Crash|pages=62–3|year=1989|issue=71}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| CVG_ARC = Positive&amp;lt;ref name=&amp;quot;arcade&amp;quot;/&amp;gt;&lt;br /&gt;
| CVG_PC = 80% (CPC)&amp;lt;ref name=&amp;quot;CVG98&amp;quot;&amp;gt;{{Cite magazine|url=https://spectrumcomputing.co.uk/page.php?issue_id=1550&amp;amp;page=100|title=Operation Thunderbolt Review|magazine=Computer &amp;amp; Video Games|page=100|year=1990|issue=98}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| CVG_ZX = 80%&amp;lt;ref name=&amp;quot;CVG98&amp;quot;/&amp;gt;&lt;br /&gt;
| GamePro_SNES = 16/20&amp;lt;ref name=&amp;quot;GP76&amp;quot;/&amp;gt;&lt;br /&gt;
| SUser_ARC = 7/10&amp;lt;ref name=&amp;quot;arcade&amp;quot;/&amp;gt;&lt;br /&gt;
| SUser_ZX = 92%&amp;lt;ref&amp;gt;{{Cite magazine|url=https://spectrumcomputing.co.uk/page.php?issue_id=94&amp;amp;page=102|title=Operation Thunderbolt Review|magazine=Sinclair User|pages=102–3|year=1990|issue=94}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| YSinclair_ZX = 93%&amp;lt;ref name=&amp;quot;ysrnry&amp;quot;&amp;gt;{{cite web|url=https://spectrumcomputing.co.uk/page.php?issue_id=269&amp;amp;page=18|title=Operation Thunderbolt Review|work=Your Sinclair|pages=18–9|year=1989|issue=48}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NGen_SNES = {{rating|2|5}}&amp;lt;ref name=&amp;quot;NGen6&amp;quot;/&amp;gt;&lt;br /&gt;
| TGM_ARC = Positive&amp;lt;ref name=&amp;quot;arcade&amp;quot;/&amp;gt;&lt;br /&gt;
| TGM_ZX = 91%&amp;lt;ref&amp;gt;{{Cite magazine|url=https://spectrumcomputing.co.uk/page.php?issue_id=1813&amp;amp;page=86|title=Operation Thunderbolt Review|magazine=The Games Machine|page=86|year=1989|issue=25}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| rev1 = &#039;&#039;[[Commodore User]]&#039;&#039;&lt;br /&gt;
| rev1_ARC = 9/10&amp;lt;ref name=&amp;quot;CU65&amp;quot;/&amp;gt;&lt;br /&gt;
| award1Pub = &#039;&#039;[[Crash (magazine)|Crash]]&#039;&#039;&lt;br /&gt;
| award1 = Best Graphics,&amp;lt;ref name=&amp;quot;crashonline&amp;quot;/&amp;gt; Crash Smash&lt;br /&gt;
| award2Pub = [[Video games in the United Kingdom|UK game industry]]&lt;br /&gt;
| award2 = Best 16-bit arcade license translation&amp;lt;ref name=&amp;quot;Zero5&amp;quot;/&amp;gt;&lt;br /&gt;
| award3Pub = &#039;&#039;[[Sinclair User]]&#039;&#039;&lt;br /&gt;
| award3 = SU Classic&lt;br /&gt;
| award4Pub = &#039;&#039;[[Your Sinclair]]&#039;&#039;&lt;br /&gt;
| award4 = Megagame&lt;br /&gt;
| award5Pub = &#039;&#039;[[Zzap!64]]&#039;&#039;&lt;br /&gt;
| award5 = Gold Medal&amp;lt;ref&amp;gt;Game review, Zzap!64 issue 57, January 1990, page 14&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Expand section|date=August 2021}}&lt;br /&gt;
&lt;br /&gt;
In Japan, &#039;&#039;Game Machine&#039;&#039; listed &#039;&#039;Operation Thunderbolt&#039;&#039; as the second most successful upright arcade unit of January 1989.&amp;lt;ref&amp;gt;{{cite magazine|title=Game Machine&#039;s Best Hit Games 25 - アップライト, コックピット型TVゲーム機 (Upright/Cockpit Videos)|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=349|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=1 February 1989|page=25|lang=ja}}&amp;lt;/ref&amp;gt; It became Japan&#039;s [[1989 in video games|second highest-grossing dedicated arcade game of 1989]], below &#039;&#039;[[Chase H.Q.]]&#039;&#039;&amp;lt;ref&amp;gt;{{cite magazine |title=Videos of The Year; &amp;quot;Tetris&amp;quot;, &amp;quot;Chase H.Q.&amp;quot; |magazine=[[:ja:ゲームマシン|Game Machine]] |issue=372 |publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]] |date=15 January 1990 |page=26 |lang=ja |url=https://onitama.tv/gamemachine/pdf/19900115p.pdf#page=14}}&amp;lt;/ref&amp;gt; In the United States, &#039;&#039;Operation Thunderbolt&#039;&#039; was the third highest-grossing dedicated arcade game of 1989.&amp;lt;ref&amp;gt;{{cite magazine |title=Special Report: 1989&#039;s Best Videos and Pins |magazine=RePlay |date=January 1990 |volume=15 |issue=4 |pages=44, 46, 4 |url=https://archive.org/details/re-play-volume-14-issue-no.-4-january-1990-600DPI/RePlay%20-%20Volume%2014%2C%20Issue%20No.%204%20-%20January%201990/page/44}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite magazine |title=Coin Machine: AMOA Games Awards Nominees Announced |magazine=[[Cash Box]] |date=July 29, 1989 |page=25 |url=https://archive.org/details/cashbox53unse_1/page/25}}&amp;lt;/ref&amp;gt; &#039;&#039;Operation Thunderbolt&#039;&#039; was also Japan&#039;s [[1990 in video games|eighth highest-grossing dedicated arcade game of 1990]].&amp;lt;ref&amp;gt;{{cite magazine |title=&amp;quot;Tetris&amp;quot; Has Still Earned More Than &amp;quot;Final Fight&amp;quot; |magazine=[[:ja:ゲームマシン|Game Machine]] |issue=396 |publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]] |date=1 February 1991 |page=22 |lang=ja |url=https://onitama.tv/gamemachine/pdf/19910201p.pdf#page=12}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reviews===&lt;br /&gt;
The arcade game received positive reviews from critics upon release.&amp;lt;ref name=&amp;quot;arcade&amp;quot;/&amp;gt; &#039;&#039;[[Commodore User]]&#039;&#039; said it &amp;quot;takes all the best elements&amp;quot; of &#039;&#039;Operation Wolf&#039;&#039;, including &amp;quot;the brilliant graphics&amp;quot; and &amp;quot;action blasting&amp;quot;, and added &amp;quot;a two-player option, a brand new perspective and some really clever scenario ideas&amp;quot;.&amp;lt;ref name=&amp;quot;CU65&amp;quot;&amp;gt;{{cite magazine |last1=Kelly |first1=Nick |title=Arcades: Operation Thunderbold (arcade star) |magazine=[[Commodore User]] |date=26 January 1989 |issue=65 (February 1989) |pages=92–3 |url=https://www.solvalou.com/arcade/reviews/276/247}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reviewing the Super NES version, &#039;&#039;[[GamePro]]&#039;&#039; praised the colorful and detailed graphics and strong sound effects, but criticized the repetitiveness of the gameplay and the slowness of the aiming reticule, and concluded that this &#039;&#039;Operation&#039;&#039; is a success.&amp;lt;ref name=&amp;quot;GP76&amp;quot;&amp;gt;{{cite magazine|title=ProReview: Operation Thunderbolt|magazine=[[GamePro]]|issue=76|publisher=[[International Data Group|IDG]]|date=January 1995|page=74}}&amp;lt;/ref&amp;gt; A reviewer for &#039;&#039;[[Next Generation (magazine)|Next Generation]]&#039;&#039; dismissed it as another shooting-gallery game.&amp;lt;ref name=&amp;quot;NGen6&amp;quot;&amp;gt;{{cite magazine|title=Operation Thunderbolt |magazine=[[Next Generation (magazine)|Next Generation]]|issue=6|publisher=[[Imagine Media]]|date=June 1995|page=113|url=https://archive.org/details/nextgen-issue-006/page/n123/mode/2up}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Accolades===&lt;br /&gt;
The game won the 1989 award for best graphics of the year according to the readers of &#039;&#039;[[Crash (magazine)|Crash]]&#039;&#039; magazine.&amp;lt;ref name=&amp;quot;crashonline&amp;quot;&amp;gt;{{cite web|url=http://www.crashonline.org.uk/75/awards.htm|title=CRASH 75 – Readers&#039; Awards|publisher=crashonline.org.uk|access-date=2015-09-06}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At a [[Video games in the United Kingdom|British game industry]] awards event held at the end of 1989, &#039;&#039;Operation Thunderbolt&#039;&#039; was awarded &amp;quot;Best 16-bit arcade license translation&amp;quot; for Ocean Software&#039;s home computer conversions.&amp;lt;ref name=&amp;quot;Zero5&amp;quot;&amp;gt;{{cite magazine |title=Kick Off Top of the League |magazine=[[Zero (video game magazine)|Zero]] |date=March 1990 |issue=5 |publisher=[[Dennis Publishing]] |pages=8–9 |url=https://archive.org/details/zero-magazine-05/page/n7/mode/2up?view=theater}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
&#039;&#039;Operation Thunderbolt&#039;&#039; is in the &#039;&#039;[[Taito Legends]]&#039;&#039; compilation for [[Microsoft Windows]], [[PlayStation 2]], and [[Xbox (console)|Xbox]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* &#039;&#039;[[Operation Wolf]]&#039;&#039; (1987)&lt;br /&gt;
* &#039;&#039;[[Line of Fire (video game)|Line of Fire]]&#039;&#039; (1989)&lt;br /&gt;
* &#039;&#039;[[Space Gun (video game)|Space Gun]]&#039;&#039; (1990)&lt;br /&gt;
* &#039;&#039;[[Gun Buster (arcade game)|Operation Gunbuster]]&#039;&#039; (1992)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{notelist}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* {{KLOV game|id=8925}}&lt;br /&gt;
* {{WoS game|id=0003532}}&lt;br /&gt;
&lt;br /&gt;
{{Operation Wolf series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:1988 video games]]&lt;br /&gt;
[[Category:Amiga games]]&lt;br /&gt;
[[Category:Amstrad CPC games]]&lt;br /&gt;
[[Category:Arcade video games]]&lt;br /&gt;
[[Category:Atari ST games]]&lt;br /&gt;
[[Category:Commodore 64 games]]&lt;br /&gt;
[[Category:Cooperative video games]]&lt;br /&gt;
[[Category:Crash Smash! award winners]]&lt;br /&gt;
[[Category:Light gun games]]&lt;br /&gt;
[[Category:Ocean Software games]]&lt;br /&gt;
[[Category:Rail shooters]]&lt;br /&gt;
[[Category:Super Nintendo Entertainment System games]]&lt;br /&gt;
[[Category:Video games about terrorism]]&lt;br /&gt;
[[Category:Video games scored by Hisayoshi Ogura]]&lt;br /&gt;
[[Category:ZX Spectrum games]]&lt;br /&gt;
[[Category:Sequel video games]]&lt;br /&gt;
[[Category:Taito arcade games]]&lt;br /&gt;
[[Category:Video games developed in Japan]]&lt;br /&gt;
[[Category:Multiplayer and single-player video games]]&lt;/div&gt;</summary>
		<author><name>2600:1700:E5D0:A9A0:706A:5D41:7468:5B4C</name></author>
	</entry>
	<entry>
		<id>https://wiki.sarg.dev/index.php?title=Area_51_(1995_video_game)&amp;diff=113215</id>
		<title>Area 51 (1995 video game)</title>
		<link rel="alternate" type="text/html" href="https://wiki.sarg.dev/index.php?title=Area_51_(1995_video_game)&amp;diff=113215"/>
		<updated>2025-10-20T02:00:14Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:E5D0:A9A0:706A:5D41:7468:5B4C: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Short description|none}}&lt;br /&gt;
{{distinguish|Area 51 (2005 video game)}}&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| title = Area 51&lt;br /&gt;
| image = Area 51 arcade flyer.jpg&lt;br /&gt;
| caption = Arcade flyer&lt;br /&gt;
| developer = Mesa Logic{{efn|Ported to PC, PlayStation and Sega Saturn by [[Tantalus Media|Tantalus]] and [[Perfect Entertainment]].}}&lt;br /&gt;
| publisher = [[Time Warner Interactive]]&amp;lt;ref name=&amp;quot;twi&amp;quot;/&amp;gt;{{efn|Published under the [[Atari Games]] label.}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Consoles&#039;&#039;&#039;&amp;lt;br&amp;gt;{{vgrelease|NA|[[Midway Home Entertainment]]|EU|[[Atari, Inc. (formerly GT Interactive)|GT Interactive]]}}&lt;br /&gt;
| producer = Rob Rowe&lt;br /&gt;
| designer = Mike Hally&amp;lt;br /&amp;gt;Robert Weatherby&amp;lt;br /&amp;gt;Steve Caterson&lt;br /&gt;
| programmer = David Mahaffey&amp;lt;br /&amp;gt;Charlie Grisafi&lt;br /&gt;
| artist = James Webb&amp;lt;br /&amp;gt;David Dempsey&amp;lt;br /&amp;gt;James Mestemaker&amp;lt;br /&amp;gt;Guy Fumagalli&amp;lt;br /&amp;gt;Hector Silva&lt;br /&gt;
| composer = Jeanne Parson&amp;lt;br /&amp;gt;Michael Stein &amp;lt;small&amp;gt;(uncredited)&amp;lt;/small&amp;gt;&amp;lt;ref name=&amp;quot;A51ah&amp;quot;&amp;gt;{{cite web|url=https://www.arcade-history.com/index.php?page=detail&amp;amp;id=99|title=Area 51 (Arcade)|website=arcade-history.com|access-date=August 6, 2019}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| series = &#039;&#039;[[Area 51 (series)|Area 51]]&#039;&#039;&lt;br /&gt;
| platforms = [[Arcade video game|Arcade]], [[Windows]], [[Sega Saturn]], [[PlayStation (console)|PlayStation]]&lt;br /&gt;
| release = {{collapsible list|title={{nobold|November 1995}}|&#039;&#039;&#039;Arcade&#039;&#039;&#039;{{vgrelease|NA|November 1995}} &#039;&#039;&#039;Windows&#039;&#039;&#039;{{vgrelease|NA|October 1996&amp;lt;ref&amp;gt;{{Cite web |title=&#039;&#039;Area 51&#039;&#039; |url=http://www.gamespot.com/action/area51/index.html |archive-url=https://web.archive.org/web/19970205005646/http://www.gamespot.com/action/area51/index.html |archive-date=5 February 1997 |access-date=9 July 2024 |website=[[GameSpot]] |quote=Released: 10/96}}&amp;lt;/ref&amp;gt;}} &#039;&#039;&#039;Saturn&#039;&#039;&#039;{{vgrelease|NA|November 20, 1996&amp;lt;ref&amp;gt;{{Cite web |title=Recently Released Titles |url=http://sega-saturn.com/software.htm |archive-url=https://web.archive.org/web/19961215060114/http://sega-saturn.com/software.htm |archive-date=15 December 1996 |access-date=9 July 2024 |url-status=usurped |website=[[Sega Saturn]]}}&amp;lt;/ref&amp;gt;|EU|March 14, 1997&amp;lt;ref&amp;gt;{{cite news |title=The Release Schedule |work=Computer Trade Weekly |issue=627 |publisher=Opportunity Publishing |date=3 March 1997 |page=29}}&amp;lt;/ref&amp;gt;}} &#039;&#039;&#039;PlayStation&#039;&#039;&#039;{{vgrelease|NA|November 26, 1996&amp;lt;ref&amp;gt;{{Cite web |title=Available Titles Released in 1996 (172) (222 Total) |url=http://www.vidgames.com:80/ps/software/release.html |archive-url=https://web.archive.org/web/20000815065413/http://www.vidgames.com:80/ps/software/release.html |archive-date=15 August 2000 |access-date=9 July 2024 |website=PlayStation Galleria}}&amp;lt;/ref&amp;gt;|EU|May 1, 1997}}}}&lt;br /&gt;
| genre = [[Light gun shooter]]&lt;br /&gt;
| modes = [[Single-player]], [[multiplayer]]&lt;br /&gt;
| arcade system = [[Atari CoJag]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Area 51&#039;&#039;&#039;&#039;&#039; is a 1995 [[light gun shooter]] [[video game]] developed by Mesa Logic and published by [[Time Warner Interactive]] under its [[Atari Games]] label for [[arcade video game|arcades]].&amp;lt;ref&amp;gt;Matt Cabral, &amp;quot;&#039;&#039;Area 51&#039;&#039;: A History of Violence,&amp;quot; &#039;&#039;[[PlayStation: The Official Magazine]]&#039;&#039; 004 (March 2008): 82-83.&amp;lt;/ref&amp;gt; The game involves the player taking part in a Strategic Tactical Advanced Alien Response (STAAR) military incursion to prevent [[extraterrestrial life|alien]]s known as the Kronn, as well as alien-created [[zombie]]s, from taking over the [[Area 51]] military facility.&lt;br /&gt;
&lt;br /&gt;
Produced as a last-ditch effort to reverse Atari&#039;s struggling fortunes, &#039;&#039;Area 51&#039;&#039; largely underwhelmed critics, who compared it unfavorably to contemporary light gun shooters such as &#039;&#039;[[Virtua Cop 2]]&#039;&#039;, but was well-liked by players and became a major hit. The game was ported to the [[PlayStation (console)|PlayStation]], [[Sega Saturn]] and [[Windows]]. Atari further capitalized on its success with &#039;&#039;[[Maximum Force]]&#039;&#039;, which used the same arcade board and similar graphics techniques and gameplay, and a direct sequel, &#039;&#039;[[Area 51: Site 4]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:Area 51 (video game).png|upright|left|thumb|A screenshot showing the player engaging in a battle with multiple opponents]]&lt;br /&gt;
The game takes the player through several sections of the Area 51 facility, including a warehouse and tunnels. The player character is tasked, along with fellow Special Tactical Advanced Alien Response (STAAR) members Lieutenant Stephanie Grant and Sergeant Major Marcus Bradley, to penetrate Area 51 and activate the nuclear self-destruct sequence. The player must defeat genetically modified zombie soldiers and aliens without harming any allied STAAR team members. If nothing but three STAAR team members are shot, the Kronn Hunter mode is started, taking the role of a Hunter, sent by the Kronn to eliminate the rebels.&amp;lt;ref&amp;gt;{{cite magazine|date=October 1996|title=Gamer&#039;s Edge|url=https://retrocdn.net/images/d/dc/EGM_US_087.pdf|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis]]|issue=87|page=127}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are five types of weaponry available. While the player is only given a semi-automatic pistol in the beginning, weapon upgrades are available as targets. The pistol can be upgraded to an automatic machine gun, a pump shotgun, and finally an automatic shotgun. The shotgun weaponry allows a greater field of error for targeting an enemy. Both the machine gun and automatic shotgun allow the player to keep the trigger pressed down to unleash rounds. If the player character is hit by the enemy at any time, the weapon is downgraded back to the pistol.&lt;br /&gt;
&lt;br /&gt;
Grenades are hidden in crates and bonus rooms. When used, they destroy most on screen enemies at once. The player can hold a maximum of nine grenades. In addition, yellow boxes and barrels marked with &amp;quot;flammable&amp;quot; warning symbols can be shot to cause fires or explosions that can harm enemies. By shooting certain objects in the correct sequence, players can unlock shooting exercises, weapon stashes, and bonus items that are not available in the main game plot. Other backdoors allow players to warp ahead to later levels instead of following the game&#039;s otherwise linear path.&lt;br /&gt;
&lt;br /&gt;
There are many types of aliens/alien zombies including ones that shoot, punch, fire rockets, and throw things like bricks, grenades, and barrels. Purple alien/alien zombies require more hits than other targets.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
[[File:Area51Arcade.jpg|upright|right|thumb|An &#039;&#039;Area 51&#039;&#039; arcade cabinet]]&lt;br /&gt;
In 1994, [[Atari Games]] was in desperate need of a hit, having gone years without a single profitable game and losing most of their most talented developers to rival publisher [[Electronic Arts]]. As such, they directed [[Ed Logg]] to create a [[light gun shooter]], which was one of the most popular game genres in arcades at the time.&amp;lt;ref name=&amp;quot;RetroPierce&amp;quot;&amp;gt;{{cite magazine|last=Drury|first=Paul |date=December 2016 |title=Mark Pierce Q&amp;amp;A |magazine=[[Retro Gamer]] |issue=163|publisher=[[Future Publishing]]|page=49}}&amp;lt;/ref&amp;gt; However, Logg also left to join Electronic Arts while the game, &#039;&#039;Bounty Hunter&#039;&#039;, was still unfinished.&amp;lt;ref name=&amp;quot;RetroPierce&amp;quot;/&amp;gt; At this point executives at Atari Games felt it would be safer to entrust development to an external team, and approached Mesa Logic head Robert Weatherby about his team (Hector Silva, James Mestemaker, Guy Fumagali and James Webb) taking over &#039;&#039;Bounty Hunter&#039;&#039;. After playing &#039;&#039;Bounty Hunter&#039;&#039; and finding it underwhelming, Weatherby asked for a few months to come up with and develop a pitch for his own gun game concept, to which Atari agreed.&amp;lt;ref name=&amp;quot;RetroMaking&amp;quot;&amp;gt;{{cite magazine|last=Drury|first=Paul |date=December 2016 |title=The Making Of: Area 51 |magazine=[[Retro Gamer]] |issue=163|publisher=[[Future Publishing]]|pages=48–53}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weatherby received the inspiration for the &#039;&#039;Area 51&#039;&#039; concept from an article in &#039;&#039;[[Popular Science]]&#039;&#039; called &amp;quot;Searching for the Secrets of [[Groom Lake]]&amp;quot;.&amp;lt;ref name=&amp;quot;RetroMaking&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Originally the data from the game was to be streamed from a CD player using [[Cinepak]] for compression, but since this could only produce a [[letterboxing (filming)|letterboxed]] display, lead programmer Charlie Grisafi opted to instead run the game on a COJAG (a modified [[Atari Jaguar]] used in arcade games) interfaced with a [[hard disk drive]] and using Grisafi&#039;s own custom compression software.&amp;lt;ref name=&amp;quot;RetroMaking&amp;quot;/&amp;gt; Grisafi recalled: {{blockquote|The amount of rendering required was a huge obstacle. It was originally done by Robert [Weatherby]&#039;s team in Texas but as time went on, the raw horsepower required to do it all became more than they had. I realized that the [[Silicon Graphics]] workstations of all the different teams at Atari in California could be a huge resource for doing this. Atari helped us coordinate getting access to all of the systems in the building after hours when the other teams weren&#039;t using their systems, so every night we would take over and turn all the SGI systems at Atari into a large render farm.&amp;lt;ref name=&amp;quot;RetroMaking&amp;quot;/&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
The game uses digitized video stored on the on-board hard disk, and [[Gib (video gaming)|gibs]] into which every enemy blows apart when shot, in exactly the same way. While enemies, civilians, and explosions are 2D digitized video sprites, the levels and vehicles are [[Pre-rendering|pre-rendered]] in 3D. While the STAAR members were rendered with [[motion capture]], the assorted enemies were created with [[stop motion]] animation by [[Sneaky Pete Kleinow]].&amp;lt;ref name=&amp;quot;RetroMaking&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;C+51&amp;quot;&amp;gt;{{cite magazine|url=https://www.abandonware-magazines.org/affiche_mag.php?mag=51&amp;amp;num=6626&amp;amp;album=oui|title=Arcade – Area 51|magazine=[[:fr:Consoles +|Consoles +]]|issue=51|publisher=[[:fr: M.E.R.7|M.E.R.7]]|date=February 1996|pages=146–148|lang=fr}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Release ==&lt;br /&gt;
The arcade game was released in 1995 under the Atari Games label by [[Time Warner Interactive]], a short-lived merger between [[Time Warner Interactive Group]], Atari Games, and the latter&#039;s subsidiary [[Tengen (company)|Tengen]].&amp;lt;ref&amp;gt;{{Cite web |last=Archives |first=L. A. Times |date=April 12, 1994 |title=Technology: Time Inc. said Monday that Cable... |url=https://www.latimes.com/archives/la-xpm-1994-04-12-fi-45111-story.html |access-date=July 9, 2024 |website=[[Los Angeles Times]] |language=en-US}}&amp;lt;/ref&amp;gt; Atari Games was purchased by [[WMS Industries]] the following year; as a result, ports for [[PlayStation (console)|PlayStation]], [[Sega Saturn]], and [[Windows]] were released in 1996 by WMS&#039;s [[Midway Home Entertainment]] subsidiary.&amp;lt;ref&amp;gt;{{cite magazine |date=July 1996 |title=News Bits |url=https://archive.org/details/GamePro_Issue_094_Volume_08_Number_07_1996-07_IDG_Publishing_US/page/n17 |magazine=[[GamePro]] |publisher=[[International Data Group|IDG]] |page=17 |issue=94}}([[Wayback Machine]] [[PDF]])&amp;lt;/ref&amp;gt; The PlayStation version was re-released in 2001 by Midway as part of their Midway Classics range.{{Citation needed|date=December 2016}} [[Tiger Electronics]] later released a handheld version of the game with an [[LCD]] screen and a small light gun.{{Citation needed|date=December 2016}}&lt;br /&gt;
&lt;br /&gt;
The PlayStation version supports fullscreen play, while the Saturn version has a border covering about 15% of the screen. The Saturn version supports all of the console&#039;s light guns. The PlayStation version supports the [[Konami Justifier]], but not the Namco [[GunCon]].&lt;br /&gt;
&lt;br /&gt;
Despite the arcade version running on a modified Atari Jaguar, it was never ported on to the system itself. According to Atari Games, by the time of &#039;&#039;Area 51&#039;&#039;{{&#039;}}s release, the company no longer saw the Jaguar as a viable platform.&amp;lt;ref&amp;gt;{{cite magazine |last=Halliwell |first=Clay|url=http://www.atarihq.com/jeo/archive.htm|title=Atari Games on Area 51 |magazine=Jaguar Explorer Online|volume=1|issue=2|publisher=White Space Publishers |date=July 1, 1997|access-date=2019-08-06|archive-url=https://web.archive.org/web/20160303202933/http://www.atarihq.com/jeo/archive.htm|archive-date=2016-03-03|url-status=live}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
{{Video game reviews&lt;br /&gt;
| Allgame = {{rating|4.5|5}} (ARC)&amp;lt;ref name=&amp;quot;AllGArc&amp;quot;/&amp;gt;&amp;lt;br /&amp;gt;{{rating|2.5|5}} (PS1)&amp;lt;ref name=&amp;quot;AllGPS&amp;quot;/&amp;gt;&amp;lt;br /&amp;gt;{{rating|4|5}} (SAT)&amp;lt;ref name=&amp;quot;AllGSat&amp;quot;/&amp;gt;&lt;br /&gt;
| CVG = 1/10 (PS1)&amp;lt;ref name=CVG&amp;gt;{{cite web|last=Fulljames|first=Stephen|title=Area 51 Review (PlayStation)|url=http://computerandvideogames.com/article.php?id=7834|website=[[Computer and Video Games]]|archive-url=https://web.archive.org/web/20071011085057/http://computerandvideogames.com/article.php?id=7834|archive-date=October 11, 2007|date=August 15, 2001}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| EGM = 5.675/10 (SAT)&amp;lt;ref name=EGM91&amp;gt;{{cite magazine |title=Review Crew: Area 51 |magazine=[[Electronic Gaming Monthly]]|issue=91|publisher=[[Ziff Davis]]|date=February 1997 |page=58}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GSpot = 7.1/10 (SAT)&amp;lt;ref name=GSSat&amp;gt;{{cite web |last=Kitts |first=Jeff |title=Area 51 Review |url=https://www.gamespot.com/reviews/area-51-review/1900-2532873/ |website=[[GameSpot]] |access-date=6 August 2018 |date=December 17, 1996}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| IGN = 7/10 (SAT)&amp;lt;ref name=&amp;quot;IGNSat&amp;quot;/&amp;gt;&lt;br /&gt;
| rev1 = &#039;&#039;[[Computer Games Magazine]]&#039;&#039;&lt;br /&gt;
| rev1Score = {{rating|2|5}} (PC)&amp;lt;ref name=&amp;quot;CGM96&amp;quot;/&amp;gt;&lt;br /&gt;
| NGen = {{rating|3|5}} (ARC)&amp;lt;ref name=&amp;quot;NGen12&amp;quot;/&amp;gt;&amp;lt;br /&amp;gt;{{rating|2|5}} (PS1)&amp;lt;ref name=NGen27&amp;gt;{{cite magazine |title=Area 51 |magazine=[[Next Generation (magazine)|Next Generation]]|issue=27|publisher=[[Imagine Media]] |date=March 1997 |page=84}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| rev3 = &#039;&#039;[[Sega Saturn Magazine]]&#039;&#039;&lt;br /&gt;
| rev3Score = 72% (SAT)&amp;lt;ref name=SSM18&amp;gt;{{cite magazine|last=Nutter|first=Lee |title=Review: Area 51|magazine=[[Sega Saturn Magazine]]|issue=18|publisher=[[Emap International Limited]] |date=April 1997|pages=62–63}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Area 51&#039;&#039; was a major hit in the arcades, selling over 20,000 cabinets.&amp;lt;ref name=RetroMaking/&amp;gt; It was cited as the first step in a comeback for Atari Games which brought the company from the brink of financial collapse to being a major force in the arcade industry over just a little more than a year.&amp;lt;ref&amp;gt;{{cite magazine|date=November 1997|title=NG Alphas: Atari Comes Alive|url=https://archive.org/details/NEXT_Generation_35/page/n79/mode/2up|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=35|page=78}}&amp;lt;/ref&amp;gt; Executive producer Mark Pierce recalled that the home versions had above average sales by the standards of console light gun games (which typically did not sell as well as other arcade ports, since players could not get the full experience without purchasing a light gun for the console).&amp;lt;ref name=RetroPierce/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Next Generation (magazine)|Next Generation]]&#039;&#039;{{&#039;}}s review of the arcade version stated that &amp;quot;&#039;&#039;Area 51&#039;&#039; provides shooters with what they want&amp;quot;, noting in particular the dark and varied levels, realistic and graduated scenery, intriguing story themes, and fun power-ups. Despite this, the reviewer concluded that the game &amp;quot;stands up better against shooters of the past like &#039;&#039;[[Virtua Cop|Virtua Cop 1]]&#039;&#039; and &#039;&#039;[[Mad Dog McCree]]&#039;&#039;, and not the current crop.&amp;quot;&amp;lt;ref name=&amp;quot;NGen12&amp;quot;&amp;gt;{{cite magazine|date=December 1995|title=Area 51|url=https://archive.org/details/nextgen-issue-012/page/n201/mode/2up|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=12|page=201}}&amp;lt;/ref&amp;gt; The game took the number one slot in the December 1995 &amp;quot;Player&#039;s Choice&amp;quot; chart of &#039;&#039;RePlay Magazine&#039;&#039;.&amp;lt;ref name=&amp;quot;twi&amp;quot;&amp;gt;{{cite magazine|last=Webb|first=Marcus|date=March 1996|title=Time Warner Interactive is for Sale|url=https://archive.org/details/nextgen-issue-015/page/n23/mode/2up|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=15|page=23}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Saturn port received middling reviews. Critics typically commented that the game is good fun on its own terms but does not compare well to &#039;&#039;[[Virtua Cop 2]]&#039;&#039;, which was released for the Saturn at roughly the same time.&amp;lt;ref name=EGM91/&amp;gt;&amp;lt;ref name=&amp;quot;IGNSat&amp;quot;/&amp;gt;&amp;lt;ref name=SSM18/&amp;gt;&amp;lt;ref name=GP101/&amp;gt; The graphics received mixed remarks due to the graininess of the FMV and the presence of screen borders,&amp;lt;ref name=EGM91/&amp;gt;&amp;lt;ref name=&amp;quot;IGNSat&amp;quot;/&amp;gt;&amp;lt;ref name=SSM18/&amp;gt;&amp;lt;ref name=GP101/&amp;gt; and like most console light gun games it was criticized as having very low longevity.&amp;lt;ref name=EGM91/&amp;gt;&amp;lt;ref name=IGNSat/&amp;gt;&amp;lt;ref name=SSM18/&amp;gt;&amp;lt;ref name=GP101/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The four reviewers of &#039;&#039;[[Electronic Gaming Monthly]]&#039;&#039; also found the game too easy, though they praised the retention of all the secret rooms from the arcade version.&amp;lt;ref name=EGM91/&amp;gt; Lee Nutter summarized in &#039;&#039;[[Sega Saturn Magazine]]&#039;&#039;, &amp;quot;As shoot &#039;em ups go &#039;&#039;Area 51&#039;&#039; is not a bad effort, but outclassed by the [Virtua] Cop games in every conceivable way.&amp;quot;&amp;lt;ref name=SSM18/&amp;gt; &#039;&#039;[[GamePro]]&#039;&#039; gave &#039;&#039;Area 51&#039;&#039; one of its more positive reviews, praising its frenzied pace and concluding, &amp;quot;&#039;&#039;Area 51&#039;&#039;{{&#039;}}s sizzling action easily overcomes its sizable flaws. It&#039;s a must for diehard shooters and a superb rental for everyone else.&amp;quot;&amp;lt;ref name=GP101&amp;gt;{{cite magazine|author=Air Hendrix|date=February 1997|title=Saturn ProReview: Area 51|url=https://archive.org/details/GamePro_Issue_101_Volume_09_Number_02_1997-02_IDG_Publishing_US/page/n81|magazine=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=101|page=80}}([[Wayback Machine]] [[PDF]])&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jeff Kitts of &#039;&#039;[[GameSpot]]&#039;&#039; called it &amp;quot;a topnotch shooter&amp;quot;. Unlike other reviewers, he found the game&#039;s challenge and multiple difficulty levels give it sufficient longevity, and deemed the graphics &amp;quot;superb&amp;quot;, citing the constant action and plot development playing out in the photorealistic backgrounds.&amp;lt;ref name=GSSat/&amp;gt; In a 1998 review of the Saturn version, [[IGN]], while remarking that the game lacks sufficient playtime or extras to last long and does not measure up to &#039;&#039;Virtua Cop 2&#039;&#039;, found it to be a well-designed and fun experience in both single player and two-player mode.&amp;lt;ref name=IGNSat&amp;gt;{{cite web|url=http://www.ign.com/articles/1998/01/02/area-51-6|title=Area 51 Review|last=Schneider|first=Peer|author-link=Peer Schneider|date=January 2, 1998|website=[[IGN]]|access-date=August 1, 2015}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steve Bauman of &#039;&#039;[[Computer Games Magazine]]&#039;&#039; gave the PC version two stars out of five and wrote, &amp;quot;This is a perfect example why you don&#039;t convert some arcade games to the PC.&amp;quot; Bauman called the game &amp;quot;repetitive and boring&amp;quot; because of its lack of the arcade version&#039;s light gun.&amp;lt;ref name=&amp;quot;CGM96&amp;quot;&amp;gt;{{cite web |url= http://www.cdmag.com/action_vault/area_51_review/page1.html|title= Area 51 (PC) Review|last= Bauman|first= Steve|date= 1996|work= [[Computer Games Magazine]]|archive-url= https://web.archive.org/web/19961220102106/http://www.cdmag.com/action_vault/area_51_review/page1.html|archive-date= December 20, 1996|pages=1{{ndash}}2}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The PlayStation version was largely ignored by contemporary reviewers. A &#039;&#039;Next Generation&#039;&#039; reviewer criticized the conversion, but mainly emphasized that &#039;&#039;Area 51&#039;&#039; as a 1997 console game lacked the excitement it had aroused as an arcade game in 1995. He did, however, praise the music and sound effects.&amp;lt;ref name=NGen27/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a retrospective review of the arcade version, Brad Cook of [[AllGame]] wrote, &amp;quot;Not only is this game fun, it&#039;s not incredibly hard either. [...] The graphics are extremely well done, and it&#039;s very fast-paced.&amp;quot; He also praised the storyline, [[attract mode]], and varied backgrounds.&amp;lt;ref name=&amp;quot;AllGArc&amp;quot;&amp;gt;{{cite web|url= http://www.allgame.com/game.php?id=9515&amp;amp;tab=review|archive-url= https://web.archive.org/web/20141115122341/http://www.allgame.com/game.php?id=9515&amp;amp;tab=review|title= &#039;&#039;Area 51&#039;&#039; (arcade) Review|website= [[AllGame]]|archive-date= November 15, 2014|first= Brad|last= Cook}}&amp;lt;/ref&amp;gt; Anthony Baize of AllGame called the PlayStation version &amp;quot;very exciting.&amp;quot; Baize remarked that while the graphics are not as good as the arcade version, they are still solid, and the unlimited continues gives it an advantage over the arcade version.&amp;lt;ref name=&amp;quot;AllGPS&amp;quot;&amp;gt;{{cite web|url= http://www.allgame.com/game.php?id=2017&amp;amp;tab=review |archive-url= https://web.archive.org/web/20141115122402/http://www.allgame.com/game.php?id=2017&amp;amp;tab=review|title= &#039;&#039;Area 51&#039;&#039; (PlayStation) Review|website=AllGame |archive-date= November 15, 2014|first= Anthony|last= Baize}}&amp;lt;/ref&amp;gt; AllGame praised the Saturn version&#039;s music and sound, and recommended that players use a light gun instead of a joypad. AllGame also wrote that the graphics were, &amp;quot;Not as crisp as the PS and PC versions but good for the Saturn.&amp;quot;&amp;lt;ref name=&amp;quot;AllGSat&amp;quot;&amp;gt;{{cite web|url=http://www.allgame.com/game.php?id=1805&amp;amp;tab=review|archive-url= https://web.archive.org/web/20141115122148/http://www.allgame.com/game.php?id=1805&amp;amp;tab=review|title= &#039;&#039;Area 51&#039;&#039; (Saturn) Review|website= AllGame|archive-date= November 15, 2014}}&amp;lt;/ref&amp;gt; In 2001, Stephen Fulljames of &#039;&#039;[[Computer and Video Games]]&#039;&#039; reviewed the PlayStation version and wrote that it &amp;quot;plays as if it&#039;s on rails - the pre-rendered environments offering a totally predictable environment. We challenge anyone not to be bored within a week.&amp;quot;&amp;lt;ref name=CVG/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sequel and related games ==&lt;br /&gt;
[[File:Mesa Logic Team (1993-94?).jpg|thumb|Mesa Logic Team (1993-94?)]]&lt;br /&gt;
In 1997, Atari Games and Mesa Logic released &#039;&#039;[[Maximum Force]]&#039;&#039;, a spiritual successor to &#039;&#039;Area 51&#039;&#039; with identical gameplay and aesthetic elements; both games were later re-released in 1998 as one machine called &#039;&#039;Area 51/Maximum Force Duo&#039;&#039;.&amp;lt;ref&amp;gt;{{Cite web|url=https://www.arcade-museum.com/game_detail.php?game_id=6908|title=Area 51/Maximum Force Duo - Videogame by Atari Games|website=www.arcade-museum.com|access-date=2019-08-23}}&amp;lt;/ref&amp;gt; Also in 1998, an arcade sequel titled &#039;&#039;[[Area 51: Site 4]]&#039;&#039; was released.&lt;br /&gt;
&lt;br /&gt;
In 2005, a [[first-person shooter]] [[Area 51 (2005 video game)|which shares the name]] and uses the original as an inspiration was released for the [[PlayStation 2]], [[Xbox (console)|Xbox]], and PC by [[Midway Games]]. It features a more sophisticated storyline and the voices of [[David Duchovny]], [[Marilyn Manson]], and [[Powers Boothe]], and was well-received; the original arcade game makes a brief appearance here as well. In 2007, Midway released &#039;&#039;[[BlackSite: Area 51]]&#039;&#039; to PC, [[Xbox 360]], and [[PlayStation 3]], which was received poorly.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
{{notelist}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{reflist|30em}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
{{Portal|1990s|Video games|United States}}&lt;br /&gt;
&lt;br /&gt;
* [https://web.archive.org/web/20080725151929/http://www.gamerankings.com/htmlpages2/196623.asp Area 51] at [[GameRankings]]&lt;br /&gt;
* {{moby game|id=/area-51}}&lt;br /&gt;
&lt;br /&gt;
{{Atari Games}}&lt;br /&gt;
{{Area 51 series}}&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Area 51 (1995 Video Game)}}&lt;br /&gt;
[[Category:1995 video games]]&lt;br /&gt;
[[Category:Video games about alien invasions]]&lt;br /&gt;
[[Category:Arcade video games]]&lt;br /&gt;
[[Category:Atari arcade games]]&lt;br /&gt;
[[Category:Light gun games]]&lt;br /&gt;
[[Category:PlayStation (console) games]]&lt;br /&gt;
[[Category:Rail shooters]]&lt;br /&gt;
[[Category:Sega Saturn games]]&lt;br /&gt;
[[Category:Tiger Electronics handheld games]]&lt;br /&gt;
[[Category:Windows games]]&lt;br /&gt;
[[Category:Video games about extraterrestrial life]]&lt;br /&gt;
[[Category:Video games developed in the United States]]&lt;br /&gt;
[[Category:Video games set in Nevada]]&lt;br /&gt;
[[Category:Video games with digitized sprites]]&lt;br /&gt;
[[Category:Video games with pre-rendered 3D graphics]]&lt;br /&gt;
[[Category:Cooperative video games]]&lt;br /&gt;
[[Category:Tantalus Media games]]&lt;br /&gt;
[[Category:Multiplayer and single-player video games]]&lt;br /&gt;
[[Category:Horror video games|Horror video games]]&lt;br /&gt;
[[Category:Perfect Entertainment games]]&lt;br /&gt;
[[Category:Mesa Logic games]]&lt;br /&gt;
[[Category:Tectoy games]]&lt;br /&gt;
[[Category:Time Warner Interactive games]]&lt;br /&gt;
[[Category:Video games about Area 51]]&lt;/div&gt;</summary>
		<author><name>2600:1700:E5D0:A9A0:706A:5D41:7468:5B4C</name></author>
	</entry>
	<entry>
		<id>https://wiki.sarg.dev/index.php?title=The_House_of_the_Dead_III&amp;diff=417075</id>
		<title>The House of the Dead III</title>
		<link rel="alternate" type="text/html" href="https://wiki.sarg.dev/index.php?title=The_House_of_the_Dead_III&amp;diff=417075"/>
		<updated>2025-10-20T01:55:47Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:E5D0:A9A0:706A:5D41:7468:5B4C: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Short description|2002 video game}}&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
|title = The House of the Dead III&lt;br /&gt;
|image = The House of the Dead III Poster.png&lt;br /&gt;
|caption = European arcade flyer&lt;br /&gt;
|developer = [[Wow Entertainment]]&lt;br /&gt;
|publisher = [[Sega]]&lt;br /&gt;
|director = Takashi Oda&lt;br /&gt;
|producer = Kazunari Tsukamoto&lt;br /&gt;
|designer = &lt;br /&gt;
|composer = Eriko Sakurai&lt;br /&gt;
|series = &#039;&#039;[[The House of the Dead]]&#039;&#039;&lt;br /&gt;
|platforms = [[Arcade video game|Arcade]], [[Xbox (console)|Xbox]], [[Windows]], [[Wii]], [[PlayStation 3]]&amp;lt;ref&amp;gt;[http://www.next-gen.biz/news/house-dead-3-and-4-headed-psn House Of The Dead 3 and 4 headed to PSN | News | Edge Online] {{webarchive|url=https://web.archive.org/web/20120110005328/http://www.next-gen.biz/news/house-dead-3-and-4-headed-psn |date=2012-01-10 }}. Next-gen.biz. Retrieved on 2013-10-31.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|released = {{Collapsible list|title={{nobold|September 2002}}|&#039;&#039;&#039;Arcade&#039;&#039;&#039;{{vgrelease|NA|September 2002&amp;lt;ref&amp;gt;{{cite book |last1=Akagi |first1=Masumi |title=アーケードTVゲームリスト国内•海外編(1971–2005) |trans-title=Arcade TV Game List: Domestic • Overseas Edition (1971–2005) |date=13 October 2006 |publisher=Amusement News Agency |language=ja |location=Japan |isbn=978-4990251215 |pages=132 |url=https://archive.org/details/ArcadeGameList1971-2005/page/n133/mode/2up}}&amp;lt;/ref&amp;gt;|JP|December 19, 2002&amp;lt;ref&amp;gt;{{cite web |title=Product Information / Business Games |url=http://www.wow-ent.co.jp/jpn/products/arcade.html |website=Wow Entertainment |archive-url=http://web.archive.org/web/20030803094532/http://www.wow-ent.co.jp/jpn/products/arcade.html |archive-date=August 3, 2003 |language=ja}}&amp;lt;/ref&amp;gt;|EU|2002}} &#039;&#039;&#039;Xbox&#039;&#039;&#039;{{vgrelease|NA|October 24, 2002|EU|March 14, 2003|JP|January 30, 2003}} &#039;&#039;&#039;Windows&#039;&#039;&#039;{{vgrelease|EU|February 11, 2005|JP|March 17, 2005}} &#039;&#039;&#039;Wii&#039;&#039;&#039;{{vgrelease|NA|March 11, 2008|JP|March 19, 2008|AU|March 27, 2008|EU|March 28, 2008}} &#039;&#039;&#039;PlayStation 3&#039;&#039;&#039;{{vgrelease|NA|February 7, 2012|EU|February 15, 2012|JP|April 19, 2012}}&lt;br /&gt;
}}&lt;br /&gt;
|genre = [[Light gun shooter]]&lt;br /&gt;
|modes = [[Single-player]], [[multiplayer]]&lt;br /&gt;
|arcade system = [[Sega Chihiro]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{nihongo foot|&#039;&#039;&#039;&#039;&#039;The House of the Dead III&#039;&#039;&#039;&#039;&#039;|ザ・ハウス・オブ・ザ・デッドIII|Za Hausu obu za Deddo Surī|lead=yes|group=lower-alpha}} is a 2002 [[light gun shooter]] video game developed by [[Wow Entertainment]] and published by [[Sega]] for [[arcade video game|arcades]]. The third installment of the &#039;&#039;[[The House of the Dead|House of the Dead]]&#039;&#039; series, it continues the story of the previous games and introduces new gameplay concepts. The game&#039;s secondary protagonist is Lisa Rogan, daughter of [[Thomas Rogan]] and Sophie Richards.&lt;br /&gt;
&lt;br /&gt;
The game was later [[ported]] to the [[Xbox (console)|Xbox]] in 2003, [[Microsoft Windows]] in 2005, the [[Wii]] in 2008 in a [[The House of the Dead 2 &amp;amp; 3 Return|compilation]] with &#039;&#039;[[The House of the Dead 2]]&#039;&#039;, and [[PlayStation 3]] (via [[PlayStation Network]]) in 2012 with [[PlayStation Move]] support. It was also remade with typing controls as &#039;&#039;&#039;&#039;&#039;The Typing of the Dead 2&#039;&#039;&#039;&#039;&#039; in 2008.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
In 2019, 21 years after the events of the [[The House of the Dead (video game)|1998 Curien Mansion incident]], a zombie infestation has spread across the world, resulting in the collapse of civilization and leaving the world in utter desolation. A paramilitary force led by retired AMS agent Thomas Rogan head to a desert wasteland in an unnamed U.S. state on a mission to infiltrate the EFI Research Facility, once owned by Dr. Curien, and investigate its connection to the current state of the world. During the course of the raid, all members of Rogan&#039;s team are killed except for his second-in-command, Captain Dan Taylor; both agents continued with the mission and reach a giant laboratory, where they find the source, but are attacked by the [[Death (tarot card)|Death]], a gigantic zombie security guard protecting the facility, who kills Taylor. Injured from the encounter, Rogan is assisted by an unknown individual before all communication with him is lost.&lt;br /&gt;
&lt;br /&gt;
Two weeks later, on October 31, Rogan&#039;s daughter, Lisa, and his former partner, Agent &amp;quot;G&amp;quot;, travel to the facility to rescue him. While navigating through the facility, they fend off against hordes of undead creatures before they encounter Death, whom they fight twice. Later, they fight a deformed mutant sloth named the [[The Fool (Tarot card)|Fool]] while locked in a cage, where it was feeding on the bodies of dead scientists, and a mutated tendril-covered plant named the [[The Sun (Tarot card)|Sun]]. Along the way, Lisa muses to &amp;quot;G&amp;quot; how she has to live in the shadows of her well-known father and that she is often the subject of his comparison.&lt;br /&gt;
&lt;br /&gt;
Throughout the game, flashbacks reveal Curien&#039;s motivation in his obsession of studying matters of life and death that resulted in him triggering the Curien Mansion&#039;s outbreak back in 1998; he was desperate in searching for a cure to treat his son, Daniel, who was suffering from a terminal illness. His increasingly unethical methods led him to believe he would be able to change the world for a better future by developing the mutation.&lt;br /&gt;
&lt;br /&gt;
After more fights, Lisa and &amp;quot;G&amp;quot; reunite with Rogan, where they meet by the same individual who rescued Rogan in the prologue, revealed to be Daniel Curien, who laments his father&#039;s experiments that destroyed the world. After Rogan reveals on how Daniel tended to him, G gets Rogan to safety, while Daniel and Lisa form an alliance to destroy an electrokinetic entity known as the [[Wheel of Fortune (Tarot card)|Wheel of Fate]], engaging in a brutal showdown with a zombified Dan Taylor along the way. When they reach the same giant laboratory where Rogan was injured, Daniel reveals to Lisa&#039;s horror that the Wheel of Fate is actually his father Dr. Curien, whose body was used as a test subject for the entity and underwent a 19-year resurrection process following his death by the [[The Magician (Tarot card)|Magician]], before adding that he hacked the program used in its creation some time prior to Lisa and G&#039;s arrival, in order to prevent it from being released and destroying the world, saying that the future belongs to the people who are still alive and fighting. The two fight and manage to defeat and kill the Wheel of Fate, which explodes.&lt;br /&gt;
&lt;br /&gt;
===Endings===&lt;br /&gt;
The game has four endings, each played depending on the player&#039;s performance and the final path they took in the game.&lt;br /&gt;
&lt;br /&gt;
*For players who achieve a ranking of B, C, D, or E, they will be rewarded with an ending which shows &amp;quot;G&amp;quot;, Lisa, and Rogan leaving the facility with Daniel, who states that he will not let his father&#039;s efforts go to waste and will come back to the EFI lab if humans go down the wrong path again. This is considered to be the canonical ending of the game.&lt;br /&gt;
&lt;br /&gt;
*The second ending is essentially the same as the first, except that Daniel loses the will to go on and transforms into a zombie in front of the horrified Lisa. This occurs when a player&#039;s rank consists of (three or more) A or S ranks and if the player defeated Death as the Chapter 4 boss.&lt;br /&gt;
&lt;br /&gt;
*The third ending shows Daniel and Lisa discovering that a zombie had stolen Lisa and G&#039;s van, wherein Lisa gives chase with Daniel following her while G and Rogan watch from a distance. This occurs when a player&#039;s rank consists of (three or more) A or S ranks and if the player defeated Sun as the Chapter 4 boss.&lt;br /&gt;
&lt;br /&gt;
*The fourth ending depicts a mysterious man in a business suit (eventually revealed to be Thornheart from &#039;&#039;[[House of the Dead: Scarlet Dawn]]&#039;&#039;) entering the laboratory where the Wheel of Fate battle took place and picking up one of Curien&#039;s vials, muttering that Curien did not understand its true purpose. This occurs only when a player&#039;s rank consists of (three or more) A or S ranks and if the player defeated Fool as the Chapter 4 boss.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
[[File:Girls playing video games in Japan.jpg|thumb|Girls playing &#039;&#039;The House of the Dead III&#039;&#039; at an arcade in Japan, 2005]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The House of the Dead III&#039;&#039; departs from the original games in many ways, including weaponry; player characters are equipped with shotguns, rather than the semiautomatic pistols used in the first two games. The shotgun used in the Xbox version of &#039;&#039;III&#039;&#039;  no longer requires the traditional &amp;quot;point off-screen&amp;quot; reload, but rather reloads automatically. Reloading still takes time, but happens without prompt as soon as the gun needs it. The arcade version differs here, because there is the presence of [[light gun]]s, allowing for similar speedy reloading. A reload is achieved by pumping the shotgun controller. While playing the game on Xbox, the light gun controller released by Madcatz may be used; however, the traditional &amp;quot;shoot off-screen&amp;quot; reload was reintroduced in the Wii version.&lt;br /&gt;
&lt;br /&gt;
A branching storyline existed in the previous games, but was handled differently. In &#039;&#039;The House of the Dead III&#039;&#039;, the player is given options for navigating through the game prior to the start of most stages, ultimately going through the same areas with different results dependent on the order chosen.&lt;br /&gt;
&lt;br /&gt;
Another important difference is the absence of civilians. Unlike the first two &#039;&#039;The House of the Dead&#039;&#039; games, in which players could rescue various people in peril, &#039;&#039;The House of the Dead III&#039;&#039; contains no extra personnel beyond those central to the plot. Instead, &amp;quot;Rescue Events&amp;quot; occur during each stage in which players will need to rescue their partners from attacking zombies. An extra life is rewarded for each successful rescue. If all rescue events are successful, players find crates in the room before the final boss that, when shot, drop a lot of bonuses and lives.&lt;br /&gt;
&lt;br /&gt;
A new concept of the series comes in the form of a &amp;quot;Cancel&amp;quot; bar. In previous installments, the bosses&#039; weak point would only need to be shot once to stun the attack. In this game, the bosses&#039; weak point must be shot repeatedly to drain the &amp;quot;Cancel&amp;quot; bar and stop the enemy&#039;s attack.&lt;br /&gt;
&lt;br /&gt;
Another major change to the gameplay comes in the form of a new rank and grade system. Players are now graded on how fast they dispose of the zombies, ranging from Excellent, Good, Faster, and Twin Shot, the last taking place if two zombies are killed with the same [[shotgun shell]]. A letter grade is also given at the end of each stage, ranging from S, A, B, C, D and E. Completing the stage with an A rank will award the player with an extra life, while an S rank will reward the player with two. A final grade is given at the end of the game, and depending on how many S ranks were received for each stage, the player may be given a &amp;quot;SS&amp;quot; rank as the final grade.&lt;br /&gt;
&lt;br /&gt;
Extra lives and bonus points are also handled differently. In the previous arcade installments, nothing would happen if a player had all five lives and gained another. Now the player can have up to nine lives at a time, and any additional lives are turned into bonus points. In the previous games, bonus points could also be gained by shooting hidden objects such as a golden frog, or coin. &#039;&#039;The House of the Dead III&#039;&#039; expands upon this, introducing a silver coin that can be shot repeatedly, a wind-up robot that must be shot several times, and a golden miniature version of the recurring boss The Magician. Decaying zombies and weak points on stunned bosses can also be shot repeatedly for gaining extra points.&lt;br /&gt;
&lt;br /&gt;
On the [[Xbox (console)|Xbox]], PC, [[PlayStation 3]] and [[Wii]] versions, there is a &amp;quot;Time Attack&amp;quot; mode where the player&#039;s lives come in the form of a timer, starting at 45 seconds. Excellent, Good, Faster and Twin Shots give extra time, as do clocks in the background, successful rescue events and end-of-stage bonuses. Getting hit by a zombie subtracts 7 seconds, projectiles subtract 5, and bosses subtract 15. Stunning a boss grants the player 10 seconds. Every successful hit on the final boss also grants two seconds, and does not require a stun. The game cannot be continued if the timer reaches zero, and at the end of each game Dr. Curien gives his analysis of the player&#039;s performance. The player may also note the average distance at which they managed to hold back the undead in metres.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Early previews of the game utilized [[Cel shading]] for the graphical style, with vibrant colors and solid outlines.&amp;lt;ref&amp;gt;{{cite web |url = http://www.unseen64.net/2008/04/16/house-of-the-dead-3-cell-shading-proto/ |title = House Of The Dead 3 Cel Shading Prototype |date = 15 April 2008 |accessdate = 2013-02-24 |archive-date = 2013-02-23 |archive-url = https://web.archive.org/web/20130223195852/http://www.unseen64.net/2008/04/16/house-of-the-dead-3-cell-shading-proto/ |url-status = live }}&amp;lt;/ref&amp;gt; Later previews showed a modified art style, still utilizing, in the words of the developers, &amp;quot;lit, cel-shaded effects&amp;quot; but with &amp;quot;a more realistic polygonal form.&amp;quot;&amp;lt;ref&amp;gt;{{cite magazine |last=Brookes |first=Jason |date=Summer 2002 |title=Future, Coming Soon to Xbox, House of the Dead 3 |url=https://vgpavilion.com/mags/2002/su/xbn/house-of-the-dead-3/ |magazine=Xbox Nation (XBN) |location=United States |publisher=Ziff-Davis |access-date=2024-09-17 |archive-date=2024-09-17 |archive-url=https://web.archive.org/web/20240917183321/https://vgpavilion.com/mags/2002/su/xbn/house-of-the-dead-3/ |url-status=live }}&amp;lt;/ref&amp;gt; This too was further modified in development and the final game uses more realistic shading in line with its predecessor.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Typing of the Dead 2&#039;&#039;==&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| title = The Typing of the Dead 2&lt;br /&gt;
| image = Typing of the Dead 2 cover.jpg&lt;br /&gt;
| caption =&lt;br /&gt;
| developer = [[Sega]]&lt;br /&gt;
| publisher = Sega&lt;br /&gt;
| designer = &lt;br /&gt;
| composer = &lt;br /&gt;
| engine = &lt;br /&gt;
| series = &#039;&#039;[[The House of the Dead]]&#039;&#039;&lt;br /&gt;
| platforms = [[Windows]]&lt;br /&gt;
| released = {{vgrelease|JP|March 6, 2008}}&lt;br /&gt;
| genre = [[Action game|Action]], [[Educational game|education]]&lt;br /&gt;
| modes = [[Single-player]], [[multiplayer]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;The Typing of the Dead 2&#039;&#039; is a revision of &#039;&#039;The House of the Dead III&#039;&#039;, and the second &#039;&#039;[[The Typing of the Dead]]&#039;&#039; game. It was released in Japan for [[Microsoft Windows]] on March 6, 2008.&amp;lt;ref&amp;gt;{{cite web|url= http://sega-pc.com/tod2/|title= The Typing of the Dead II|accessdate= 2009-09-04|publisher= SEGA|archive-date= 2014-10-25|archive-url= https://web.archive.org/web/20141025032149/http://sega-pc.com/tod2/|url-status= live}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite web |title=The Typing of the Dead II |url=http://sega.jp/pc/soft/tod/product/tl_tod2.html |publisher=[[Sega]] |archiveurl=https://web.archive.org/web/20070202012649/http://sega.jp/pc/soft/tod/product/tl_tod2.html |archivedate=2007-02-02}}&amp;lt;/ref&amp;gt; While &#039;&#039;The House of the Dead III&#039;&#039; is a light gun rail shooter, &#039;&#039;Typing&#039;&#039; replaces the gun with the [[Computer keyboard|keyboard]]. The game is an [[educational game]], as it requires players to enhance their typing skills to be successful.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
{{Video game reviews&lt;br /&gt;
| GR = (Xbox) 70.72%&amp;lt;ref name=GRXB&amp;gt;{{cite web | url = http://www.gamerankings.com/xbox/459966-the-house-of-the-dead-iii/index.html | title = The House of the Dead III for Xbox | publisher = [[GameRankings]] | accessdate = 2014-02-17 | archive-date = 2012-06-08 | archive-url = https://web.archive.org/web/20120608032500/http://www.gamerankings.com/xbox/459966-the-house-of-the-dead-iii/index.html | url-status = live }}&amp;lt;/ref&amp;gt;&amp;lt;br /&amp;gt;(PS3) 63.63%&amp;lt;ref name=GRPS3&amp;gt;{{cite web | url = http://www.gamerankings.com/ps3/649286-the-house-of-the-dead-iii/index.html | title = The House of the Dead III for PlayStation 3 | publisher = GameRankings | accessdate = 2014-02-17 | archive-date = 2014-04-19 | archive-url = https://web.archive.org/web/20140419013927/http://www.gamerankings.com/ps3/649286-the-house-of-the-dead-iii/index.html | url-status = live }}&amp;lt;/ref&amp;gt;&amp;lt;br /&amp;gt;(PC) 56.50%&amp;lt;ref name=GRPC&amp;gt;{{cite web | url = http://www.gamerankings.com/pc/924464-the-house-of-the-dead-iii/index.html | title = The House of the Dead III for PC | publisher = GameRankings | accessdate = 2014-02-17 | archive-date = 2012-06-18 | archive-url = https://web.archive.org/web/20120618050017/http://www.gamerankings.com/pc/924464-the-house-of-the-dead-iii/index.html | url-status = live }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| MC = (Xbox) 72/100&amp;lt;ref name=MCXB&amp;gt;{{cite web| url = https://www.metacritic.com/game/the-house-of-the-dead-iii/critic-reviews/?platform=xbox | title = The House of the Dead III Critic Reviews for Xbox | website = [[Metacritic]] | accessdate = 2014-02-17}}&amp;lt;/ref&amp;gt;&amp;lt;br /&amp;gt;(PS3) 64/100&amp;lt;ref name=MCPS3&amp;gt;{{cite web| url = https://www.metacritic.com/game/the-house-of-the-dead-iii/critic-reviews/?platform=playstation-3 | title = The House of the Dead III for PlayStation 3 Reviews | website = Metacritic | accessdate = 2014-02-17}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| Allgame = {{Rating|2.5|5}}&amp;lt;ref&amp;gt;{{cite web | url = http://www.allgame.com/game.php?id=35002&amp;amp;tab=review | title = The House of the Dead III (Xbox) - Review | last = Marriott | first = Scott Alan | publisher = [[Allgame]] | accessdate = 2014-02-18 | archive-date = 2014-11-13 | archive-url = https://web.archive.org/web/20141113233910/http://www.allgame.com/game.php?id=35002&amp;amp;tab=review | url-status = dead }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| Edge = 6/10&amp;lt;ref&amp;gt;{{cite magazine | title = House of the Dead 3 (Xbox) | author = Edge Staff | magazine = [[Edge (magazine)|Edge]] | issue = 118 | date = December 2002}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| EGM = 7.17/10&amp;lt;ref&amp;gt;{{cite magazine| url = http://www.egmmag.com/article2/0,2053,1488228,00.asp | title = The House of the Dead III (Xbox) | author = EGM Staff | magazine = [[Electronic Gaming Monthly]] | issue = 162 | date = December 2002 | page = 250 | accessdate = 2014-02-17 | archiveurl = https://web.archive.org/web/20040401002416/http://www.egmmag.com/article2/0,2053,1488228,00.asp | archivedate = 2004-04-01 | url-status = dead}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| EuroG = 3/10 (£40)&amp;lt;br /&amp;gt;8/10 (£10)&amp;lt;ref&amp;gt;{{cite web | url = http://www.eurogamer.net/articles/r_hotd3_x | title = House of the Dead 3 Review (Xbox) | last = Kennedy | first = Mark | website = [[Eurogamer]] | date = 2003-02-10 | accessdate = 2014-02-18 | archive-date = 2014-02-22 | archive-url = https://web.archive.org/web/20140222224609/http://www.eurogamer.net/articles/r_hotd3_x | url-status = live }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GI = 6.5/10&amp;lt;ref&amp;gt;{{cite magazine | url = http://gameinformer.com/Games/Review/200211/R03.0731.1333.00299.htm | title = The House of the Dead III | last = Barber | first = Chet | magazine = [[Game Informer]] | issue = 115 | date = November 2002 | page = 138 | access-date = 2014-02-18 | archive-url = https://web.archive.org/web/20080918101856/http://gameinformer.com/Games/Review/200211/R03.0731.1333.00299.htm | archive-date = 2008-09-18 | url-status = dead}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GamePro = {{Rating|4|5}}&amp;lt;ref&amp;gt;{{cite magazine| url = http://www.gamepro.com/microsoft/xbox/games/reviews/26925.shtml | title = The House of the Dead 3 Review for Xbox on GamePro.com | author = Tokyo Drifter | magazine = [[GamePro]] | date = 2002-11-04 | accessdate = 2014-02-17 | archiveurl = https://web.archive.org/web/20050208042534/http://www.gamepro.com/microsoft/xbox/games/reviews/26925.shtml | archivedate = 2005-02-08 | url-status = dead}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GameRev = C+&amp;lt;ref&amp;gt;{{cite web | url = http://www.gamerevolution.com/review/house-of-the-dead-iii | title = House of the Dead III Review (Xbox) | author = Zombie Duke | publisher = [[Game Revolution]] | date = November 2002 | accessdate = 2014-02-18 | archive-date = 2014-02-21 | archive-url = https://web.archive.org/web/20140221231135/http://www.gamerevolution.com/review/house-of-the-dead-iii | url-status = live }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GSpot = 6.4/10&amp;lt;ref&amp;gt;{{cite web | url = http://www.gamespot.com/reviews/the-house-of-the-dead-iii-review/1900-2895568/ | title = The House of the Dead III Review (Xbox) | last = Davis | first = Ryan | website = [[GameSpot]] | date = 2002-10-23 | accessdate = 2014-02-17 | archive-date = 2014-05-18 | archive-url = https://web.archive.org/web/20140518070730/http://www.gamespot.com/reviews/the-house-of-the-dead-iii-review/1900-2895568/ | url-status = live }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GSpy = {{Rating|3|5}}&amp;lt;ref&amp;gt;{{cite web| url = http://xbox.gamespy.com/xbox/the-house-of-the-dead-iii/586241p1.html | title = GameSpy: The House of the Dead III (Xbox) | last = Turner | first = Benjamin | publisher = [[GameSpy]] | date = 2002-10-27 | accessdate = 2014-02-18 | archiveurl = https://web.archive.org/web/20051120194509/http://xbox.gamespy.com/xbox/the-house-of-the-dead-iii/586241p1.html | archivedate = 2005-11-20 | url-status = dead}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GameZone = (PS3) 8/10&amp;lt;ref&amp;gt;{{cite web | url = http://www.gamezone.com/reviews/2012/02/22/house-of-the-dead-iii-review-psn | title = House of the Dead III Review (PSN) | last = Workman | first = Robert | publisher = GameZone | date = 2012-02-22 | accessdate = 2014-02-18 | archive-date = 2014-02-22 | archive-url = https://web.archive.org/web/20140222164201/http://www.gamezone.com/reviews/2012/02/22/house-of-the-dead-iii-review-psn | url-status = live }}&amp;lt;/ref&amp;gt;&amp;lt;br /&amp;gt;(Xbox) 7/10&amp;lt;ref&amp;gt;{{cite web| url = http://xbox.gamezone.com/gzreviews/r19393.htm | title = The House of the Dead III Review - Xbox | last = Hopper | first = Steven | publisher = GameZone | date = 2002-11-04 | accessdate = 2014-02-18 | archiveurl = https://web.archive.org/web/20090218125237/http://xbox.gamezone.com/gzreviews/r19393.htm | archivedate = 2009-02-18 | url-status = dead}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| IGN = (Xbox) 8.1/10&amp;lt;ref&amp;gt;{{cite web| url = http://www.ign.com/articles/2002/10/18/house-of-the-dead-iii-review-2 | title = House of the Dead III Review (Xbox) | last = Goldstein | first = Hilary | website = [[IGN]] | date = 2002-10-18 | accessdate = 2014-02-17}}&amp;lt;/ref&amp;gt;&amp;lt;br /&amp;gt;(PS3) 6.5/10&amp;lt;ref&amp;gt;{{cite web | url = http://www.ign.com/articles/2012/02/16/house-of-the-dead-iii-review | title = House of the Dead III Review (PS3) | last = Nix | first = Marc | website = IGN | date = 2012-02-16 | accessdate = 2014-02-17 | archive-date = 2014-04-19 | archive-url = https://web.archive.org/web/20140419013229/http://www.ign.com/articles/2012/02/16/house-of-the-dead-iii-review | url-status = live }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| OXM = 6.9/10&amp;lt;ref&amp;gt;{{cite magazine | title = The House of the Dead III | magazine = [[Official Xbox Magazine]] | date = December 2002 | page = 105}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| rev1 = &#039;&#039;[[The Cincinnati Enquirer]]&#039;&#039;&lt;br /&gt;
| rev1Score = {{Rating|3.5|5}}&amp;lt;ref name=Cincinnati/&amp;gt;&lt;br /&gt;
| rev2 = &#039;&#039;The Digital Fix&#039;&#039;&lt;br /&gt;
| rev2Score = 7/10&amp;lt;ref name=DigitalFix/&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The game was met with mixed to positive reviews upon release. [[GameRankings]] gave it a score of 70.72% for the Xbox version,&amp;lt;ref name=GRXB/&amp;gt; 56.50% for the PC version,&amp;lt;ref name=GRPC/&amp;gt; and 63.63% for the PlayStation 3 version.&amp;lt;ref name=GRPS3/&amp;gt; Likewise, [[Metacritic]] gave it a score of 72 out of 100 for the Xbox version&amp;lt;ref name=MCXB/&amp;gt; and 64 out of 100 for the PS3 version.&amp;lt;ref name=MCPS3/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[The Cincinnati Enquirer]]&#039;&#039; gave the Xbox version a score of three-and-a-half stars out of five and praised it for &amp;quot;the ability to mow down multiple enemies at once, enhanced graphics, a variety of endings and new creatures.&amp;quot;&amp;lt;ref name=Cincinnati&amp;gt;{{cite news| url = http://cincinnati.com/freetime/games/reviews/102202_horror.html | title = Mutants and vampires and aliens...oh, my! | last = Saltzman | first = Marc | newspaper = [[The Cincinnati Enquirer]] | date = 2002-10-22 | accessdate = 2014-02-17 | archiveurl = https://web.archive.org/web/20080222120317/http://cincinnati.com/freetime/games/reviews/102202_horror.html | archivedate = 2008-02-22 | url-status = dead}}&amp;lt;/ref&amp;gt; The Digital Fix gave the PS3 version a score of seven out of ten and called it &amp;quot;a fun game to blast through, especially in two player mode, and on the PS3 the game is as close to arcade perfection as you are ever likely to get.&amp;quot;&amp;lt;ref name=DigitalFix&amp;gt;{{cite web | url = http://gaming.thedigitalfix.com/content/id/757/house-of-the-dead-iii.html | title = House of the Dead III | last = Luff | first = Kevin | publisher = The Digital Fix | date = 2012-03-15 | accessdate = 2014-02-18 | archive-date = 2015-05-30 | archive-url = https://web.archive.org/web/20150530225233/http://gaming.thedigitalfix.com/content/id/757/house-of-the-dead-iii.html | url-status = dead }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
{{noteslist}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist|30em}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{KLOV game|id=10839}}&lt;br /&gt;
*{{moby game|id=/house-of-the-dead-iii}}&lt;br /&gt;
* [https://lightgungamer.com/house-of-the-dead-3 House of the Dead 3]&lt;br /&gt;
{{House of the Dead}}&lt;br /&gt;
{{Authority control}}&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:House Of The Dead 03, The}}&lt;br /&gt;
[[Category:2002 video games]]&lt;br /&gt;
[[Category:Arcade video games]]&lt;br /&gt;
[[Category:Cancelled Dreamcast games]]&lt;br /&gt;
[[Category:Cooperative video games]]&lt;br /&gt;
[[Category:Light gun games]]&lt;br /&gt;
[[Category:Multiplayer and single-player video games]]&lt;br /&gt;
[[Category:PlayStation Move-compatible games]]&lt;br /&gt;
[[Category:PlayStation Network games]]&lt;br /&gt;
[[Category:Post-apocalyptic video games]]&lt;br /&gt;
[[Category:Rail shooters]]&lt;br /&gt;
[[Category:Sega arcade games]]&lt;br /&gt;
[[Category:Smilebit games]]&lt;br /&gt;
[[Category:The House of the Dead]]&lt;br /&gt;
[[Category:Typing video games]]&lt;br /&gt;
[[Category:Sequel video games]]&lt;br /&gt;
[[Category:Video games set in 2019]]&lt;br /&gt;
[[Category:Video games developed in Japan]]&lt;br /&gt;
[[Category:Video games featuring female protagonists]]&lt;br /&gt;
[[Category:Windows games]]&lt;br /&gt;
[[Category:Wow Entertainment games]]&lt;br /&gt;
[[Category:Xbox games]]&lt;/div&gt;</summary>
		<author><name>2600:1700:E5D0:A9A0:706A:5D41:7468:5B4C</name></author>
	</entry>
	<entry>
		<id>https://wiki.sarg.dev/index.php?title=The_House_of_the_Dead_(video_game)&amp;diff=324817</id>
		<title>The House of the Dead (video game)</title>
		<link rel="alternate" type="text/html" href="https://wiki.sarg.dev/index.php?title=The_House_of_the_Dead_(video_game)&amp;diff=324817"/>
		<updated>2025-10-20T01:53:51Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:E5D0:A9A0:706A:5D41:7468:5B4C: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Short description|1997 video game}}&lt;br /&gt;
{{Use mdy dates|date=May 2022}}&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
|title = The House of the Dead&lt;br /&gt;
|image = House_of_the_Dead_arcade_flyer.jpg&lt;br /&gt;
|alt = &lt;br /&gt;
|caption = North American arcade flyer&lt;br /&gt;
|developer = [[Sega AM1]]&lt;br /&gt;
|publisher = [[Sega]]&lt;br /&gt;
|director = Takashi Oda&lt;br /&gt;
|designer = &lt;br /&gt;
|composer = Tetsuya Kawauchi&lt;br /&gt;
|series = &#039;&#039;[[The House of the Dead]]&#039;&#039;&lt;br /&gt;
|engine = &lt;br /&gt;
|platforms = [[Arcade video game|Arcade]], [[Sega Saturn]], [[Windows]], [[mobile phone]]&lt;br /&gt;
|released = {{collapsible list|title={{nobold|March 1997}}|&lt;br /&gt;
&#039;&#039;&#039;Arcade&#039;&#039;&#039;{{vgrelease|JP|March 1997&amp;lt;ref&amp;gt;{{Cite book |date=2002 |title=Sega Arcade History |url=https://retrocdn.net/images/3/35/Sega_Arcade_History_JP_EnterBrain_Book-1.pdf#page=144 |publisher=[[Enterbrain]] |pages=140 |ISBN=4-75770790-8}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Akagi&amp;quot;&amp;gt;{{cite book |last1=Akagi |first1=Masumi |title=アーケードTVゲームリスト国内•海外編(1971–2005) |trans-title=Arcade TV Game List: Domestic • Overseas Edition (1971–2005) |date=13 October 2006 |publisher=Amusement News Agency |language=ja |location=Japan |isbn=978-4990251215 |pages=38, 132 |url=https://archive.org/details/ArcadeGameList1971-2005/page/n37/mode/2up}}&amp;lt;/ref&amp;gt;|NA|May 1997&amp;lt;ref name=&amp;quot;Akagi&amp;quot;/&amp;gt;}} &#039;&#039;&#039;Saturn&#039;&#039;&#039;{{vgrelease|JP|March 26, 1998&amp;lt;ref&amp;gt;{{cite web |title=Software List (Released by Sega)|url=https://sega.jp/history/hard/segasaturn/software.html |website=セガ 製品情報サイト |publisher=Sega |language=ja}}&amp;lt;/ref&amp;gt;|EU|April 10, 1998&amp;lt;ref&amp;gt;{{Cite web |date=1998-12-02 |title=sega-europe.online |url=http://www.sega-europe.com/saturn/satinfo.html |access-date=2023-05-03 |archive-url=https://web.archive.org/web/19981202140918/http://www.sega-europe.com/saturn/satinfo.html |archive-date=December 2, 1998 }}&amp;lt;/ref&amp;gt;|NA|May 5, 1998&amp;lt;ref&amp;gt;{{Cite web |date=1998-06-28 |title=Sega Online: Central (Press Releases) |url=http://www.sega.com/central/press_releases/ |access-date=2023-05-03 |archive-url=https://web.archive.org/web/19980628191030/http://www.sega.com/central/press_releases/ |archive-date=June 28, 1998 }}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{Cite web |date=2016-03-12 |title=Press release: 1998-05-05: The House of the Dead Finds New Home On Sega Saturn |url=https://segaretro.org/Press_release:_1998-05-05:_The_House_of_the_Dead_Finds_New_Home_On_Sega_Saturn |access-date=2023-05-03 |website=Sega Retro |language=en}}&amp;lt;/ref&amp;gt;}} &#039;&#039;&#039;Windows&#039;&#039;&#039;{{vgrelease|NA|September 3, 1998&amp;lt;ref&amp;gt;{{cite web|url=http://pc.ign.com/news/4691.html|title=News Briefs|date=September 3, 1998|website=[[IGN]]|archive-url=https://web.archive.org/web/20000412025407/http://pc.ign.com/news/4691.html|archive-date=April 12, 2000|url-status=dead|access-date=December 6, 2019}}&amp;lt;br&amp;gt;&amp;quot;Sega has released The House of the Dead, a first-person shooter.&amp;quot;&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite web |url=http://www.sega.com/central/press_releases/sept98/hotd_pr.html |title=THE HOUSE OF THE DEAD FINDS NEW HOME ON PC |website=Sega Central |publisher=Sega of America |date=September 3, 1998 |archiveurl=https://web.archive.org/web/19990222171024/http://www.sega.com/central/press_releases/sept98/hotd_pr.html |archivedate=February 22, 1999 |url-status=dead |accessdate=November 9, 2024}}&amp;lt;/ref&amp;gt;|EU|1998}} &#039;&#039;&#039;Mobile&#039;&#039;&#039;{{vgrelease|JP|February 2005}}&lt;br /&gt;
}}&lt;br /&gt;
|genre = [[Light gun shooter]]&lt;br /&gt;
|modes = [[Single-player]], [[multiplayer]]&lt;br /&gt;
|arcade system = [[Sega Model 2]]&amp;lt;ref&amp;gt;{{cite magazine|title=AOU |magazine=[[Electronic Gaming Monthly]]|issue=93|publisher=[[Ziff Davis]]|date=April 1997|page=79}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{nihongo foot|&#039;&#039;&#039;&#039;&#039;The House of the Dead&#039;&#039;&#039;&#039;&#039;|ザ・ハウス・オブ・ザ・デッド|Za Hausu obu za Deddo|lead=yes|group=lower-alpha}} is a 1997 [[light gun shooter]] video game developed by [[Sega AM1]] and published by [[Sega]] for [[arcade video game|arcades]]. Players assume the role of agents Thomas Rogan and &amp;quot;G&amp;quot; as they combat an army of undead experiments created by Dr. Curien, a [[mad scientist]]. The game was developed for over a year on the [[Sega Model 2]] arcade hardware. Targeting an adult audience, AM1 devised a story and atmosphere inspired by Western [[horror film]]s. AM1&#039;s plans for detailed environments, non-linear level designs, and a gory aesthetic were challenged – and often limited – by the Model 2 hardware and other factors. After its initial release in arcades, the game was ported to the [[Sega Saturn]], [[Microsoft Windows]], and Japanese [[mobile phone]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The House of the Dead&#039;&#039; was well-received by critics. Along with &#039;&#039;[[Resident Evil (1996 video game)|Resident Evil]]&#039;&#039;, it has been credited with popularizing zombie video games, as well as re-popularizing zombies in wider popular culture from the late 1990s onwards, leading to renewed interest in [[zombie film]]s during the 2000s. The game spawned a [[The House of the Dead|franchise]] including several [[sequel]]s and spin-offs, starting with &#039;&#039;[[The House of the Dead 2]]&#039;&#039; in 1998. A [[Video game remake|remake]] of the game was developed by MegaPixel Studio and published by Forever Entertainment for [[Nintendo Switch]], [[PlayStation 4]], [[Google Stadia|Stadia]], Windows, and [[Xbox One]] in April 2022, for [[Xbox Series X/S]] in September 2022, and for [[PlayStation 5]] in January 2023.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
[[File:House_of_the_Dead_screenshot_arcade.jpg|thumb|left|Gameplay from the first chapter, as the player approaches the house]]&lt;br /&gt;
&#039;&#039;The House of the Dead&#039;&#039; is a [[rail shooter]] where players use a [[light gun]] (or mouse, in the PC version) to aim and shoot at approaching zombies. The characters&#039; [[pistol]]s use [[Magazine (firearms)|magazines]] which hold six rounds; players reload by shooting away from the screen. When a player sustains damage or shoots a civilian, one point of health is removed. The continue screen appears when all health is lost. If the player runs out of continues, the game is over. [[First-aid]] packs are available throughout the game which restore one point of health; some can be obtained from rescued [[hostage]]s, while others are hidden inside certain breakable objects. Special items can be found within other breakables, granting a bonus to the player who shoots them. The player can earn additional health at the end of each level based on the number of hostages rescued.&lt;br /&gt;
&lt;br /&gt;
Throughout the course of the game, players are faced with numerous situations in which their action (or inaction) will have an effect on the direction of gameplay.&amp;lt;ref name=NGen29&amp;gt;{{cite magazine|title=NG Alphas: House of the Dead |magazine=[[Next Generation (magazine)|Next Generation]] |issue=29|publisher=[[Imagine Media]] |date=May 1997|page=108 |url=https://archive.org/stream/NEXT_Generation_29#page/n109}}&amp;lt;/ref&amp;gt; This is exemplified in the opening stage of the game when a hostage is about to be thrown from the bridge to his death. If the player saves the hostage, they will enter the house directly through the front door; however, if the player fails to rescue the hostage, the character is redirected to an underground route through the sewers.&lt;br /&gt;
&lt;br /&gt;
Players can score additional points by shooting enemies in the head, rescuing hostages and finding hidden items.&amp;lt;ref name=SSM23/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Plot ==&lt;br /&gt;
In Europe, the renowned [[biochemist]] and [[geneticist]], Dr. Roy Curien, becomes obsessed with discovering the nature of life and death. While supported by the DBR Corporation and its own team of scientists, Curien&#039;s behavior becomes more erratic and his experiments take an inhumane and gruesome turn. The Curien Mansion, which serves as his home and laboratory, experiences an outbreak of undead zombies.    &lt;br /&gt;
&lt;br /&gt;
On December 18, 1998, AMS Agent Thomas Rogan receives a distress call from his fiancée, Sophie Richards, from the Curien Mansion. Rogan and his partner, &amp;quot;G&amp;quot;, fly to Europe and arrive at the estate, finding it overrun with undead creatures, which Curien unleashed. A mortally wounded scientist gives them a journal containing information about Curien&#039;s creations and their weaknesses, and urges them to rescue the survivors still trapped inside. &lt;br /&gt;
&lt;br /&gt;
Rogan and G reach Sophie, only to witness her being carried away by a flying [[bat]]-like monster called the [[The Hanged Man (Tarot card)|Hangedman]].&amp;lt;ref name=SSM27&amp;gt;{{cite magazine |first=Matt |last=Yeo |title=The House of the Dead|magazine=[[Sega Saturn Magazine]]|issue=27|publisher=[[Emap International Limited]]|date=January 1998|pages=18–23}}&amp;lt;/ref&amp;gt; The two enter the house, and later find Sophie, just before she is attacked by the [[The Chariot (Tarot card)|Chariot]], a hulking, heavily-armored mutant armed with a [[bardiche]]. After killing the mutant, Rogan and G attend to a wounded Sophie, who warns them that they must stop Curien at all costs, before collapsing from her wounds. Furious, Rogan and G push further into the mansion, and upon reaching the rooftops encounter the Hangedman. In the ensuing battle, Rogan and G are nearly thrown to their deaths, but still manage to shoot it down. Fighting deeper into the mansion’s laboratories, the two eventually find Curien, who is protected by a massive, arachnoid creature called the [[The Hermit (Tarot card)|Hermit]]. After killing it, Rogan and G continue their chase.&lt;br /&gt;
&lt;br /&gt;
The duo traverse through several laboratories housed in a mountain cave system beneath the manor, arriving at a massive laboratory where Curien unleashes his masterpiece, the [[The Magician (Tarot card)|Magician]], a powerful humanoid creature with [[pyrokinetic]] abilities. However, the Magician refuses to serve any master and kills Curien. To prevent it from escaping, Rogan and G fight the Magician; upon its defeat, it explodes after warning the players, &amp;quot;You haven&#039;t seen anything yet!&amp;quot; With both Curien and the Magician dead, the agents leave the mansion.&lt;br /&gt;
&lt;br /&gt;
===Endings===&lt;br /&gt;
There are three different endings; which one players see is determined by their score rank. In what the developers called the &amp;quot;normal ending&amp;quot;, Sophie is reanimated and becomes a zombie. What the developers have referred to as the &amp;quot;true ending&amp;quot; is only seen if the players get the highest rank: Sophie is alive, having survived her injuries.&amp;lt;ref name=SSM23/&amp;gt; In the third ending, a far view of the mansion is shown and Sophie is absent (leaving it unknown if she survived or not).&lt;br /&gt;
&lt;br /&gt;
==Development and release==&lt;br /&gt;
Development started in December 1995 and took one year and three months.&amp;lt;ref name=SSM23&amp;gt;{{cite magazine |first=Warren|last=Harrod|title=Interview: The House of the Dead |magazine=[[Sega Saturn Magazine]] |issue=23|publisher=[[Emap International Limited]]|date=September 1997|pages=58–63 |url= https://archive.org/stream/Official_Sega_Saturn_Magazine_023/Official_Sega_Saturn_Magazine_023_-_september_1997_UK#page/n58/mode/2up |accessdate=November 4, 2019}}&amp;lt;/ref&amp;gt; None of the development team could speak English, so they arrived at the name &#039;&#039;The House of the Dead&#039;&#039; by taking various horror-themed phrases in Japanese and picking the one where the English translated text had the most &amp;quot;cool&amp;quot; visual, without concern for what sort of connotations the phrase might have to English speakers.&amp;lt;ref name=SSM23/&amp;gt; The team saw people in their 20s and 30s as their target audience, and hoped that the game would primarily be experienced as a two-player game.&amp;lt;ref name=SSM23/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The House of the Dead&#039;&#039; was built on the &#039;&#039;[[Virtua Cop]]&#039;&#039; [[game engine]],&amp;lt;ref name=NGen29/&amp;gt; and the cabinet uses the same Virtua Guns.&amp;lt;ref name=SSM30&amp;gt;{{cite magazine |first=Matt |last=Yeo |title=At Death&#039;s Door |magazine=[[Sega Saturn Magazine]]|issue=30|publisher=[[Emap International Limited]]|date=April 1998|pages=42-49}}&amp;lt;/ref&amp;gt; The developers wanted to have a more complex system of path branches, and to have the system impact the game&#039;s story, but eventually realized these ideas were too ambitious to fulfill within the time allotted to make the game.&amp;lt;ref name=SSM23/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The enemy designs were drafted quickly, going from idea directly to design drawing without any rough sketches.&amp;lt;ref name=SSM23/&amp;gt; Anticipating that foreign markets, particularly Germany, would require the violence be toned down, they built in an option for operators to change the color of the game&#039;s blood, with green, purple, and blue available in addition to the traditional red.&amp;lt;ref name=SSM23/&amp;gt; They also cut a female zombie from the game because they felt she looked too much like a normal elderly woman, which could provoke controversy given that the player is encouraged to shoot the zombies.&amp;lt;ref name=SSM23/&amp;gt; The Chariot was animated by using [[motion capture]] with an actor wielding a broom, but the other enemies were all animated manually, using motion capture for reference only.&amp;lt;ref name=SSM23/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Sega AM4]] designed the game&#039;s [[Arcade cabinet|cabinet]] using screenshots and illustrations given to them by AM1.&amp;lt;ref name=SSM23/&amp;gt; &#039;&#039;The House of the Dead&#039;&#039; came in two cabinet formats, both upright: one with a 50-inch monitor and one with a 29-inch monitor.&amp;lt;ref&amp;gt;{{cite magazine |first=Marcus|last=Webb |title=Sega and GameWorks |magazine=[[Next Generation (magazine)|Next Generation]] |issue=30|publisher=[[Imagine Media]] |date=June 1997|page=28 |url=https://archive.org/stream/NextGeneration30Jun1997/Next_Generation_30_Jun_1997#page/n29}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ports===&lt;br /&gt;
In late 1997, Sega confirmed that work had begun on a port to [[Sega Saturn]], as an early version had been delivered to them.&amp;lt;ref&amp;gt;{{cite magazine |title=News in Brief|magazine=[[Sega Saturn Magazine]]|issue=25 |publisher=[[Emap International Limited]]|date=November 1997 |page=[https://archive.org/details/Sega_Saturn_Magazine_Issue_25_1997-11_EMAP_Images_GB/page/n14 15] |url=https://archive.org/details/Sega_Saturn_Magazine_Issue_25_1997-11_EMAP_Images_GB |accessdate=December 3, 2019}}&amp;lt;/ref&amp;gt; The port was handled by [[Tantalus Interactive]] and released in 1998, with a port to Windows (PC-CD) by Sega arriving the same year.&amp;lt;ref&amp;gt;{{Cite web|url=https://archive.org/stream/Official_Sega_Saturn_Magazine_031/Official_Sega_Saturn_Magazine_031_-_may_1998_UK#page/n63/mode/2up|title=Official Sega Saturn Magazine Issue 31|date=May 1998}}&amp;lt;/ref&amp;gt; Extra game modes were added to both ports, which include selectable characters with different weapons and a boss rush mode.&amp;lt;ref&amp;gt;{{cite magazine |title=House of the Dead: The Zombie Smash Comes Home |magazine=[[Electronic Gaming Monthly]]|issue=105 |publisher=[[Ziff Davis]] |date=April 1998|page=44}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=SSM30/&amp;gt; The Saturn port supports the console&#039;s light gun peripherals.&amp;lt;ref name=SSM27/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both the Sega Saturn and PC editions have slightly remixed soundtracks. On Chapter 2, there is a reference to the [[Space Shuttle Challenger disaster]], as the words &amp;quot;Challenger, go at throttle up&amp;quot;, spoken by [[Richard O. Covey]] from the mission control room only seconds before the explosion, can be heard three times before the music loops.&amp;lt;ref&amp;gt;{{cite web|url = https://www.youtube.com/watch?v=ha7pyZBhYto |title = The House Of The Dead Music: Chapter 2|date = October 29, 2011|author = Tetsuya Kawauchi|work = Sega Saturn}}&amp;lt;/ref&amp;gt; These words do not appear in the arcade version; a snickering laugh is heard instead. The title, and boss themes are reversed on the PC port as well.&lt;br /&gt;
&lt;br /&gt;
A version for mobile phones was released in Japan, and aimed to recreate the gameplay and locations from the arcade version. The pre-installed [[trial version]] containing the game&#039;s first chapter was included with [[Vodafone]] V603SH in February 2005, and utilized the phone&#039;s [[accelerometer]] functionality to [[Motion controller|control]] the camera.&amp;lt;ref&amp;gt;{{cite web|url=https://www.itmedia.co.jp/mobile/articles/0502/01/news114.html|title=V603SH向けに「ザ・ハウス・オブ・ザ・デッド モバイル」|website=IT Media Mobile|language=Japanese|date=February 1, 2005|access-date=September 9, 2022|archive-url=https://web.archive.org/web/20220712222425/https://www.itmedia.co.jp/mobile/articles/0502/01/news114.html|archive-date=July 12, 2022}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Remake==&lt;br /&gt;
In April 2021, it was announced that a remake of the game was to be released for the [[Nintendo Switch]]. &#039;&#039;The House of the Dead: Remake&#039;&#039; was developed by MegaPixel Studio and published by Forever Entertainment under license from Sega.&amp;lt;ref&amp;gt;{{cite web|url=https://www.ign.com/articles/first-look-at-house-of-the-dead-remake-on-switch-a-stylized-and-spooky-reboot|title=First Look at House of the Dead: Remake on Switch, a Stylized and Spooky Reboot|date=April 14, 2021|website=[[IGN]]|access-date=April 14, 2021}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{Cite web|title=THE HOUSE OF THE DEAD: Remake for Nintendo Switch - Nintendo Game Details|url=https://www.nintendo.com/games/detail/the-house-of-the-dead-remake-switch/|access-date=April 15, 2021|website=www.nintendo.com|language=en-US}}&amp;lt;/ref&amp;gt; In January 2022 news outlets reported that the game was expected to launch in March 2022,&amp;lt;ref&amp;gt;{{Cite web|url=https://www.gamepressure.com/games/the-house-of-the-dead-remake/ze5f21|title=The House of the Dead: Remake for Nintendo Switch|website=[[Gry-Online|Gamepressure.com]] |date=January 26, 2022}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{Cite web|url=https://www.express.co.uk/entertainment/gaming/1551554/Nintendo-Direct-February-2022-new-leak-next-Direct|title=Nintendo Direct February 2022: New leak hints at what to expect from next Direct|website=[[Daily Express]] |date=January 26, 2022}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{Cite web|url=https://www.ibtimes.com/nintendo-direct-2022-may-debut-february-featured-games-announcements-details-leak-3378344|title=Nintendo Direct 2022 May Debut In February; Featured Games And Announcements Details Leak Online|website=[[International Business Times]]|date=February 9, 2022}}&amp;lt;/ref&amp;gt; but it was ultimately released on April 7, 2022.&amp;lt;ref&amp;gt;{{Cite web|url=https://www.gematsu.com/2022/03/the-house-of-the-dead-remake-launches-april-7|title=The House of the Dead: Remake launches April 7|date=March 4, 2022}}&amp;lt;/ref&amp;gt; Ports for [[PlayStation 4]], [[Google Stadia|Stadia]], [[Windows]], and [[Xbox One]] were released on April 28, 2022,&amp;lt;ref name=&amp;quot;ign.com&amp;quot;&amp;gt;{{Cite web|url=https://www.ign.com/articles/the-house-of-the-dead-remake-pc-ps4-xbox-one-stadia-announced|title=The House of the Dead: Remake is Coming to PC, PS4, Xbox One, and Stadia|date=April 21, 2022}}&amp;lt;/ref&amp;gt; followed by [[Xbox Series X/S]] on September 23, 2022,&amp;lt;ref name=&amp;quot;PS5SeriesXS&amp;quot;&amp;gt;{{cite web |last1=Romano |first1=Sal |title=The House of the Dead: Remake coming to PS5 on January 20 |url=https://www.gematsu.com/2023/01/the-house-of-the-dead-remake-coming-to-ps5-on-january-20 |website=Gematsu |access-date=25 February 2023 |date=16 January 2023}}&amp;lt;/ref&amp;gt; and [[PlayStation 5]] on January 20, 2023.&amp;lt;ref name=&amp;quot;PS5SeriesXS&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The remake uses an [[Analog stick|analog]] controlled crosshair for aiming by default. The Switch version also includes alternative control schemes by utilizing the controller&#039;s built in “gyro aiming” system or the touchscreen to emulate the use of a light gun, while the subsequent Xbox One and PS4 ports also have alternate control methods, such as USB mouse control and the PlayStation Move/Aim controllers respectively.&lt;br /&gt;
&lt;br /&gt;
==Reception and legacy==&lt;br /&gt;
{{Video game reviews&lt;br /&gt;
| ARC = true&lt;br /&gt;
| PC = true&lt;br /&gt;
| SSAT = true&lt;br /&gt;
| na = false&lt;br /&gt;
| GR_SSAT = 71% (5 reviews)&amp;lt;ref name=GRSAT&amp;gt;{{cite web|url=http://www.gamerankings.com/saturn/197578-the-house-of-the-dead/index.html|title=The House of the Dead for Saturn|website=[[GameRankings]]|accessdate=February 16, 2014|archive-url=https://web.archive.org/web/20190518191752/http://www.gamerankings.com/saturn/197578-the-house-of-the-dead/index.html |archive-date=May 18, 2019}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GR_PC = &lt;br /&gt;
| Allgame_ARC = 4.5/5&amp;lt;ref name=Allgame/&amp;gt;&lt;br /&gt;
| Allgame_PC = 4/5&amp;lt;ref&amp;gt;{{cite web|url=http://www.allgame.com/game.php?id=15097&amp;amp;tab=review|title=The House of the Dead (PC) - Review|last=House|first=Matthew|publisher=[[AllGame]]|accessdate=September 28, 2016|archive-url=https://web.archive.org/web/20141113233550/http://www.allgame.com/game.php?id=15097&amp;amp;tab=review|archive-date=November 13, 2014|url-status=dead}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| Allgame_SSAT = 4/5&amp;lt;ref&amp;gt;{{cite web|url=http://www.allgame.com/game.php?id=15348&amp;amp;tab=review|title=The House of the Dead (SAT) - Review|last=House|first=Michael L.|publisher=AllGame|accessdate=September 28, 2016|archive-url=https://web.archive.org/web/20141113233628/http://www.allgame.com/game.php?id=15348&amp;amp;tab=review|archive-date=November 13, 2014|url-status=dead}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| CP_SSAT = 90%&amp;lt;ref&amp;gt;{{cite magazine |title=The House of the Dead |magazine=[[:fr:Consoles +|Consoles +]] |date=May 1998 |issue=76 |pages=106–8 |lang=fr |url=https://www.abandonware-magazines.org/affiche_mag.php?mag=51&amp;amp;num=3036&amp;amp;album=oui}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| CVG_PC = 5/10&amp;lt;ref&amp;gt;{{cite magazine|url=http://www.computerandvideogames.com/article.php?id=8250|archive-url=https://archive.today/20070624090605/http://www.computerandvideogames.com/article.php?id=8250|url-status=dead|archive-date=June 24, 2007|title=PC Review: House of the Dead|last=Randell|first=Kim|magazine=[[Computer and Video Games]]|year=1998|accessdate=February 16, 2014}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| Edge_SSAT = 7/10&amp;lt;ref&amp;gt;{{cite magazine|title=House of the Dead (SAT)|author=Edge staff|magazine=[[Edge (magazine)|Edge]]|issue=57|date=April 1998}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GI_SSAT = 8/10&amp;lt;ref&amp;gt;{{cite magazine|title=The House of the Dead (SAT)|magazine=[[Game Informer]]|issue=61|date=May 1998}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GameRev_SSAT = C&amp;lt;ref&amp;gt;{{cite web|url=http://www.gamerevolution.com/review/house-of-the-dead|title=The House of the Dead Review (SAT)|last=Ferris|first=Duke|publisher=[[Game Revolution]]|date=September 1998|accessdate=February 16, 2014}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GMaster_SSAT = 85%&amp;lt;ref&amp;gt;{{cite magazine |last1=Alway |first1=Robin |title=The House of the Dead |magazine=[[GamesMaster (magazine)|GamesMaster]] |date=March 25, 1998 |issue=67 (April 1998) |pages=46–8}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GSpot_SSAT = 7.3/10&amp;lt;ref&amp;gt;{{cite web|url=http://www.gamespot.com/reviews/house-of-the-dead-review/1900-2533957/|title=The House of the Dead Review (SAT)|last=Fielder|first=Joe|website=[[GameSpot]]|date=April 23, 1998|accessdate=February 16, 2014}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NGen_ARC = 4/5&amp;lt;ref name=NG/&amp;gt;&lt;br /&gt;
| PCGUS_PC = 88%&amp;lt;ref&amp;gt;{{cite journal|url=http://www.pcgamer.com/reviews/48.html|title=House of the Dead|last=Williamson|first=Colin|journal=[[PC Gamer]]|date=December 1998|accessdate=March 26, 2014|archive-url=https://web.archive.org/web/20000303121821/http://www.pcgamer.com/reviews/48.html|archive-date=March 3, 2000|url-status=dead}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| PCZone_PC = 76%&amp;lt;ref&amp;gt;{{cite journal|title=PC Review: The House of the Dead|journal=[[PC Zone]]|year=1998}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| rev1 = {{ill|SEGA SATURN MAGAZINE|ja|lt=Sega Saturn Magazine|italics=yes}}&lt;br /&gt;
| rev1_SSAT = 26/30&amp;lt;ref&amp;gt;{{cite magazine |title=The House of the Dead |magazine=[[:ja:SEGA SATURN MAGAZINE|Sega Saturn Magazine]] |date=March 20, 1998 |issue=1998-10 (April 3, 1998) |page=194 |lang=ja |url=https://retrocdn.net/images/7/7a/SSM_JP_19980403_1998-10.pdf#page=196}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In Japan, &#039;&#039;Game Machine&#039;&#039; listed &#039;&#039;The House of the Dead&#039;&#039; as the second most successful dedicated arcade game of April 1997.&amp;lt;ref&amp;gt;{{cite magazine|title=Game Machine&#039;s Best Hit Games 25 - 完成品夕イプのTVゲーム機 (Dedicated Videos)|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=540|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=May 1, 1997|page=21|lang=ja}}&amp;lt;/ref&amp;gt;  It went on to be the country&#039;s [[1998 in video games|highest-grossing dedicated arcade game of 1998]]. The arcade game was also a major hit overseas;&amp;lt;ref&amp;gt;{{cite magazine |title=The House of the Dead |magazine=[[Computer and Video Games]] |date=February 11, 1998 |issue=196 (March 1998) |page=35 |url=https://archive.org/details/Computer_and_Video_Games_Issue_196_1998-03_EMAP_Images_GB/page/n34}}&amp;lt;/ref&amp;gt; by 1998, it had sold 8,600 [[arcade cabinet]]s worldwide, including 1,600 in Japan and 7,000 overseas.&amp;lt;ref&amp;gt;{{cite magazine|editor-last=Akagi|editor-first=Masumi|title=&amp;quot;Tekken 3&amp;quot;, &amp;quot;House of the Dead&amp;quot; Top Annual Chart|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=580|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=February 1, 1999|page=22|url=https://onitama.tv/gamemachine/pdf/19990201p.pdf#page=12}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reviews===&lt;br /&gt;
The arcade version of &#039;&#039;The House of the Dead&#039;&#039; received positive reviews upon release. In July 1997, &#039;&#039;[[Computer and Video Games]]&#039;&#039; magazine called it &amp;quot;the best [[shooting game]] ever!&amp;quot;&amp;lt;ref name=&amp;quot;CVG188&amp;quot;&amp;gt;{{cite magazine |title=Arcade: Sega&#039;s Greatest Gun Game! The House of the Dead |magazine=[[Computer and Video Games]] |publisher=[[EMAP]] |issue=188 (July 1997) |date=June 11, 1997 |pages=84–5 |url=https://archive.org/details/Computer_and_Video_Games_Issue_188_1997-07_EMAP_Images_GB/page/n83/mode/2up}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite magazine |title=Arcade: &#039;&#039;House of the Dead&#039;&#039; Player&#039;s Guide! |magazine=[[Computer and Video Games]] |publisher=[[EMAP]] |issue=189 (August 1997) |date=July 11, 1997 |pages=82–5 |url=https://archive.org/details/Computer_and_Video_Games_Issue_189_1997-08_EMAP_Images_GB/page/n81/mode/2up}}&amp;lt;/ref&amp;gt; &#039;&#039;[[Next Generation (magazine)|Next Generation]]&#039;&#039; reviewed the arcade version of the game, rating it four stars out of five, and stated that &amp;quot;Overall, this is an excellent take on the light-gun genre - a sheer bloody scream.&amp;quot; The review praised the branching levels, story, creature design, graphics, and destructible environments.&amp;lt;ref name=NG&amp;gt;{{cite magazine|title=Dead Men Walking |magazine=[[Next Generation (magazine)|Next Generation]]|issue=34|publisher=[[Imagine Media]] |date=October 1997|page=183}}&amp;lt;/ref&amp;gt; In a retrospective review, &#039;&#039;[[AllGame]]&#039;&#039; awarded it 4.5 out of 5 stars, likewise praising the story, graphics, and destructible environments, but particularly focused on the game&#039;s intelligent challenge. The reviewer dubbed it &amp;quot;one of the best shooting games to hit arcades in the late 1990s.&amp;quot;&amp;lt;ref name=Allgame&amp;gt;{{cite web|url=http://www.allgame.com/game.php?id=10286&amp;amp;tab=review|title=The House of the Dead (ARC) - Review|last=Baize|first=Anthony |website=AllGame |accessdate=September 28, 2016 |archive-url=https://web.archive.org/web/20141113233514/http://www.allgame.com/game.php?id=10286&amp;amp;tab=review|archive-date=November 13, 2014|url-status=dead}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Saturn version of &#039;&#039;The House of the Dead&#039;&#039; garnered generally favorable reviews. It had a 71% rating on [[review aggregation]] website [[GameRankings]] based on five online reviews.&amp;lt;ref name=GRSAT/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Nintendo Switch remake received mixed reviews.&amp;lt;ref&amp;gt;{{Cite web|url=https://www.metacritic.com/game/the-house-of-the-dead-remake/critic-reviews/?platform=nintendo-switch|title = THE HOUSE OF THE DEAD: Remake|website = [[Metacritic]]}}&amp;lt;/ref&amp;gt; &#039;&#039;[[Starburst (magazine)|Starburst]]&#039;&#039; praised the new soundtrack, added game modes, and the exciting atmosphere. They concluded that the remake is &amp;quot;a fantastic revival of an old favourite&amp;quot;.&amp;lt;ref&amp;gt;{{cite web |last=Jackson |first=Chris |title=The House of the Dead Remake |url=https://www.starburstmagazine.com/reviews/house-dead-remake |website=[[Starburst (magazine)|Starburst]] |date=June 4, 2022 |access-date=31 December 2022}}&amp;lt;/ref&amp;gt; &#039;&#039;Gaming Bible&#039;&#039; similarly commented that the graphical upgrades and extras are appealing.&amp;lt;ref name=GamingBible&amp;gt;{{cite web |first=Mike |last=Diver |url=https://www.gamingbible.co.uk/reviews/the-house-of-the-dead-remake-review-on-nintendo-switch-20220405 | title=&#039;The House of the Dead: Remake&#039; Review: More Zombies, Rotten Controls |website=Gaming Bible |date=April 6, 2022 |accessdate=December 31, 2022}}&amp;lt;/ref&amp;gt; &#039;&#039;Nook Gaming&#039;&#039; was laudatory of the game&#039;s &amp;quot;clever camera angles and situations&amp;quot; that encourage efficient play.&amp;lt;ref name=NookGaming&amp;gt;{{cite web |first=Isaiah |last=Parker |url=https://www.nookgaming.com/the-house-of-the-dead-remake-review/ | title=The House of the Dead: Remake - Review |website=Nook Gaming |date=April 22, 2022 |accessdate=December 31, 2022}}&amp;lt;/ref&amp;gt; Reviewers criticized the gyro and thumbstick controls.&amp;lt;ref name=GamingBible/&amp;gt;&amp;lt;ref name=NookGaming/&amp;gt;&amp;lt;ref name=NintendoLife&amp;gt;{{cite web |last=Scullion |first=Chris |title=The House of the Dead: Remake Review |url=https://www.nintendolife.com/reviews/switch-eshop/the-house-of-the-dead-remake |website=[[Nintendo Life]] |access-date=31 December 2022 |date=April 8, 2022}}&amp;lt;/ref&amp;gt; &#039;&#039;[[Nintendo Life]]&#039;&#039; felt that unlike the [[Wii]], the Switch is unsuitable for light gun games due to its lack of a sensor bar, without which the gyro controls cause the cursor to twitch when firing. They concluded that while the gameplay still held up and the graphical upgrades and extras were reasonably well done, those who are not fans of the original game might not have the patience for it.&amp;lt;ref name=NintendoLife/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a review of &#039;&#039;The House of the Dead Remake&#039;&#039; in &#039;&#039;[[Black Gate (magazine)|Black Gate]]&#039;&#039;, Sue Granquist said &amp;quot;Though the Nintendo Switch has a pretty slick, updated gun option as a game controller, and the PS5 boasts a new &#039;dualsense&#039; haptics controller, I&#039;m still not sure I&#039;m ready to give up my OG guns for blasting away at the undead. Unfortunately, I am unlikely to be able to pass up playing an updated version.&amp;quot;&amp;lt;ref&amp;gt;{{cite web | url=https://www.blackgate.com/2022/04/08/goth-chick-news-a-emhouse-of-the-deadem-remake-yes-please/ | title=Goth Chick News: A House of the Dead Remake? Yes, Please! – Black Gate | date=April 7, 2022 }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cultural impact===&lt;br /&gt;
According to [[Kim Newman]] in the book &#039;&#039;[[Nightmare Movies]]&#039;&#039; (2011), the &amp;quot;[[zombie]] revival began in the Far East&amp;quot; during the late 1990s with the Japanese zombie games &#039;&#039;[[Resident Evil]]&#039;&#039; and &#039;&#039;The House of the Dead&#039;&#039;.  The success of these two zombie games inspired a wave of Asian [[zombie film]]s, such as &#039;&#039;[[Bio Zombie]]&#039;&#039; (1998) and &#039;&#039;[[Versus (2000 film)|Versus]]&#039;&#039; (2000).&amp;lt;ref name=&amp;quot;Newman&amp;quot;&amp;gt;{{cite book |last1=Newman |first1=Kim |title=Nightmare Movies: Horror on Screen Since the 1960s |date=2011 |publisher=[[A&amp;amp;C Black]] |isbn=9781408805039 |pages=559–566 |url=https://books.google.com/books?id=fNMz3tGZVvAC&amp;amp;pg=PA559}}&amp;lt;/ref&amp;gt; The zombie revival later went global following the worldwide success of &#039;&#039;Resident Evil&#039;&#039; and &#039;&#039;The House of the Dead&#039;&#039;, which inspired a wave of Western zombie films during the 2000s, such as &#039;&#039;[[28 Days Later]]&#039;&#039; (2002) and &#039;&#039;[[Shaun of the Dead]]&#039;&#039; (2004).&amp;lt;ref name=&amp;quot;Newman&amp;quot;/&amp;gt; In 2013, [[George A. Romero]] said it was the video games &#039;&#039;Resident Evil&#039;&#039; and &#039;&#039;House of the Dead&#039;&#039; &amp;quot;more than anything else&amp;quot; that popularised his zombie concept in early 21st-century popular culture.&amp;lt;ref&amp;gt;{{cite news |last1=Weedon |first1=Paul |title=George A. Romero (interview) |url=http://paulweedon.co.uk/george-romero-transcript/ |website=Paul Weedon |date=July 17, 2017 |access-date=June 2, 2019 |archive-url=https://web.archive.org/web/20180823060154/http://paulweedon.co.uk/george-romero-transcript/ |archive-date=August 23, 2018}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite news |last=Diver |first=Mike |title=Gaming&#039;s Greatest, Romero-Worthy Zombies |url=https://www.vice.com/en/article/gamings-greatest-romero-worthy-zombies/ |access-date=June 2, 2019 |work=[[Vice (magazine)|Vice]] |date=July 17, 2017}}&amp;lt;/ref&amp;gt; &#039;&#039;The House of the Dead&#039;&#039; was one of the games cited by the U.S. Court of Appeals when striking down [[Indianapolis]]&#039; attempt to ban violent video games in 2000, with Judge [[Richard Posner]] writing that its themes of &amp;quot;self-defense, protection of others, dread of the &#039;undead&#039;, fighting against overwhelming odds&amp;quot; were &amp;quot;age-old themes of literature&amp;quot; subject to the same protections as other literary media.&amp;lt;ref&amp;gt;[https://scholar.google.com/scholar_case?case=13025078069235542866&amp;amp;hl=en&amp;amp;as_sdt=2006 &#039;&#039;American Amusement Machine Ass&#039;n v. Kendrick&#039;&#039;, 244 F.3d 572 (7th Cir. 2001).]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{notelist}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
==Further reading==&lt;br /&gt;
* {{cite journal |date=June 1997 |title=&#039;&#039;The House of the Dead&#039;&#039; |journal= [[EGM2|EGM&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;]] }}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{moby game|id=/house-of-the-dead|name=The House of the Dead}}&lt;br /&gt;
*{{KLOV game|id=8153|name=The House of the Dead}}&lt;br /&gt;
* [http://www.segasaturn.co.uk/games/pal/T/thehouseofthedead/index.html &#039;&#039;The House of the Dead&#039;&#039; at SegaSaturn.co.uk]&lt;br /&gt;
&lt;br /&gt;
{{House of the Dead series}}&lt;br /&gt;
{{Authority control}}&lt;br /&gt;
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{{DEFAULTSORT:House Of The Dead 01, The}}&lt;br /&gt;
[[Category:1990s horror video games]]&lt;br /&gt;
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[[Category:Vodafone games]]&lt;/div&gt;</summary>
		<author><name>2600:1700:E5D0:A9A0:706A:5D41:7468:5B4C</name></author>
	</entry>
	<entry>
		<id>https://wiki.sarg.dev/index.php?title=Maniac_Mansion&amp;diff=12720</id>
		<title>Maniac Mansion</title>
		<link rel="alternate" type="text/html" href="https://wiki.sarg.dev/index.php?title=Maniac_Mansion&amp;diff=12720"/>
		<updated>2025-10-20T00:05:55Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:E5D0:A9A0:706A:5D41:7468:5B4C: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Short description|1987 video game}}&lt;br /&gt;
{{About|the video game|the television series|Maniac Mansion (TV series)}}&lt;br /&gt;
{{featured article}}&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| image = Maniac Mansion artwork.jpg&lt;br /&gt;
| alt = Artwork of a vertical rectangular box. The top portion reads &amp;quot;Maniac Mansion&amp;quot; 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.&lt;br /&gt;
| caption = Ken Macklin&#039;s cover artwork depicts five of the playable characters: Syd, Dave, Bernard, Razor, and Jeff.&lt;br /&gt;
| developer = &#039;&#039;&#039;Home computers&#039;&#039;&#039;&amp;lt;br /&amp;gt;[[Lucasfilm Games]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;NES&#039;&#039;&#039;&amp;lt;br /&amp;gt;[[LucasArts]]&amp;lt;ref name=&amp;quot;Expurgate&amp;quot;&amp;gt;{{cite web |url=http://www.crockford.com/wrrrld/maniac.html |archive-url=https://web.archive.org/web/20071012031110/http://www.crockford.com/wrrrld/maniac.html |archive-date=October 12, 2007 |title=The Expurgation of &#039;&#039;Maniac Mansion&#039;&#039; |author-link=Douglas Crockford |last=Crockford |first=Douglas |url-status=dead |access-date=August 3, 2005}}&amp;lt;/ref&amp;gt;&amp;lt;br /&amp;gt;[[Realtime Associates]]&amp;lt;ref&amp;gt;{{cite web |url=http://www.rtassoc.com/gm_maniacmansion.html |archive-url=https://web.archive.org/web/20110207184504/http://www.rtassoc.com/gm_maniacmansion.html |archive-date=February 7, 2011 |title=Past Projects: &#039;&#039;Maniac Mansion&#039;&#039; |publisher=[[Realtime Associates]] |url-status=dead}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = Lucasfilm Games &amp;lt;br&amp;gt; [[Jaleco]] (NES and Famicom)&lt;br /&gt;
| director = &lt;br /&gt;
| designer = [[Ron Gilbert]] &amp;lt;br /&amp;gt; [[Gary Winnick (game developer)|Gary Winnick]]&lt;br /&gt;
| programmer = Ron Gilbert &amp;lt;br /&amp;gt; [[David Fox (game designer)|David Fox]] &amp;lt;br /&amp;gt; Carl Mey&lt;br /&gt;
| artist = Gary Winnick&lt;br /&gt;
| composer = Chris Grigg &amp;lt;br /&amp;gt; David Lawrence &amp;lt;br /&amp;gt; &#039;&#039;&#039;NES&#039;&#039;&#039; &amp;lt;br /&amp;gt; David Warhol &amp;lt;br /&amp;gt; [[George Sanger (musician)|George Sanger]] &amp;lt;br /&amp;gt; David Hayes &amp;lt;br /&amp;gt; Dave Govett &amp;lt;br /&amp;gt; [[Tsukasa Tawada]] (Famicom)&amp;lt;ref&amp;gt;[http://www.vgmpf.com/Wiki/images/7/75/Maniac_Mansion_-_FC_-_Credits.png Maniac Mansion (FC) Credits Screenshot - VGMPF]&amp;lt;/ref&amp;gt; &amp;lt;br /&amp;gt; &#039;&#039;&#039;Amiga&#039;&#039;&#039; &amp;lt;br /&amp;gt; Brian Hales&lt;br /&gt;
| engine = [[SCUMM]]&lt;br /&gt;
| platforms = [[Commodore 64]], [[Apple II]], [[MS-DOS]], [[Amiga]], [[Atari ST]], [[Nintendo Entertainment System|NES]], [[Famicom]], [[Classic Mac OS]]&lt;br /&gt;
| released = &#039;&#039;&#039;C64, Apple II&#039;&#039;&#039;&amp;lt;br /&amp;gt;October 5, 1987&amp;lt;ref&amp;gt;{{cite journal|title=Retrodiary|page=13|date=September 2013|journal=[[Retro Gamer]]|publisher=[[Imagine Publishing]]|issue=120|location=Bournemouth, United Kingdom}}&amp;lt;/ref&amp;gt;&amp;lt;br /&amp;gt;&#039;&#039;&#039;MS-DOS&#039;&#039;&#039;&amp;lt;br /&amp;gt;March 12, 1988&amp;lt;br /&amp;gt;December 31, 1989 &#039;&#039;(enhanced version)&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;NES&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{Video game release|JP|June 23, 1988|NA|September 18, 1990|EU|October 22, 1992}}&#039;&#039;&#039;Amiga, ST&#039;&#039;&#039;&amp;lt;br /&amp;gt;July 26, 1989&lt;br /&gt;
| genre = [[Graphic adventure game|Graphic adventure]]&lt;br /&gt;
| modes = [[Single-player]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Maniac Mansion&#039;&#039;&#039;&#039;&#039; is a 1987 [[graphic adventure game|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&#039;s mansion while solving puzzles and avoiding dangers. Gameplay is [[Nonlinear gameplay|non-linear]], and the game must be completed in different ways based on the player&#039;s choice of characters. Initially released for the [[Commodore 64]] and [[Apple II]], &#039;&#039;Maniac Mansion&#039;&#039; was Lucasfilm Games&#039; first [[Self-publishing|self-published]] product.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;Maniac Mansion&#039;&#039;{{&#039;}}s simpler point-and-click interface as a replacement. To speed up production, he created a [[game engine]] called [[SCUMM]], which was used in [[LucasArts adventure games|many later LucasArts titles]]. After its release, &#039;&#039;Maniac Mansion&#039;&#039; was [[porting of video games|ported]] to several platforms. A port for the [[Nintendo Entertainment System]] had to be reworked heavily, in response to [[Nintendo of America]]&#039;s concerns that the game was inappropriate for children.&amp;lt;ref&amp;gt;{{Cite web |url=http://www.crockford.com/wrrrld/maniac.html |title=The Expurgation of Maniac Mansion |website=www.crockford.com |access-date=2016-05-30 |url-status=dead |archive-url=https://web.archive.org/web/20071012031110/http://www.crockford.com/wrrrld/maniac.html |archive-date=2007-10-12}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maniac Mansion&#039;&#039; was critically acclaimed: reviewers lauded its graphics, [[cutscene]]s, animation, and humor. Writer [[Orson Scott Card]] praised it as a step toward &amp;quot;computer games [becoming] a valid storytelling art&amp;quot;. It influenced numerous graphic adventure titles, and its point-and-click interface became a standard feature in the genre. The game&#039;s success solidified Lucasfilm as a serious rival to adventure game studios such as [[Sierra Entertainment|Sierra On-Line]]. In 1990, &#039;&#039;Maniac Mansion&#039;&#039; 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, &#039;&#039;[[Day of the Tentacle]]&#039;&#039;, was released in 1993.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[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.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maniac Mansion&#039;&#039; 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. Fifteen action commands, such as &amp;quot;Walk To&amp;quot; and &amp;quot;Unlock&amp;quot;, may be selected by the player from a menu on the screen&#039;s lower half.&amp;lt;ref name=zzap /&amp;gt;&amp;lt;ref name=ace /&amp;gt; The player starts the game by choosing two out of six characters to accompany protagonist Dave Miller: Bernard, Jeff, Michael, Razor, Syd, and Wendy.&amp;lt;ref&amp;gt;{{cite web|title=Manic Mansion characters|url=http://www.maniacmansionfan.50webs.com/characters.html|website=Maniac Mansion Fans}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=zzap /&amp;gt; Each character possesses unique abilities: for example, Syd and Razor can play musical instruments, while Bernard can repair appliances.&amp;lt;ref name=&amp;quot;NP-14&amp;quot;&amp;gt;{{cite magazine |title=Previews: &#039;&#039;Maniac Mansion&#039;&#039; |magazine=[[Nintendo Power]] |publisher=[[Nintendo]] |location=[[Redmond, WA]] |date=July–August 1990 |issue=14 |pages=62–63 |issn=1041-9551 |oclc=18893582}}&amp;lt;/ref&amp;gt; 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&#039;s composition.&amp;lt;ref name=mmmanual&amp;gt;{{cite book | last=Laurel | first=Brenda | title=Maniac Mansion &#039;&#039;manual&#039;&#039; | publisher=[[Lucasfilm Games]] | pages = 1–5 | year=1987 | location=[[San Rafael, CA]]}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=nintpower&amp;gt;{{cite magazine |date=September–October 1990 |title=&#039;&#039;Maniac Mansion&#039;&#039; |magazine=Nintendo Power |publisher=Nintendo |location=Redmond, WA |issue=16 |pages=14–19 |issn=1041-9551 |oclc=18893582}}&amp;lt;/ref&amp;gt; &#039;&#039;Maniac Mansion&#039;&#039; features [[cutscene]]s, a word coined by [[Ron Gilbert]],&amp;lt;ref name=&amp;quot;GrumpyIn9&amp;quot;&amp;gt;{{cite web |last=Gilbert |first=Ron |author-link=Ron Gilbert |title=&#039;&#039;Maniac Mansion&#039;&#039; in 9 |publisher= Grumpy Gamer |date=April 12, 2007 |access-date=March 3, 2011 |url=http://grumpygamer.com/8139425|archive-url=https://web.archive.org/web/20070415021118/http://grumpygamer.com/8139425|archive-date=April 15, 2007}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;GS-Fame&amp;quot;&amp;gt;{{cite news|last1=Buecheler|first1=Christopher|title=The GameSpy Hall of Fame|work=GameSpy|url=http://archive.gamespy.com/legacy/halloffame/mm.shtm|archive-url=https://web.archive.org/web/20110311072453/http://archive.gamespy.com/legacy/halloffame/mm.shtm|archive-date=11 March 2011}}&amp;lt;/ref&amp;gt; that interrupt gameplay to advance the story and inform the player about offscreen events.&amp;lt;ref name=zzap /&amp;gt;&amp;lt;ref name=mmmanual /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;ref name=mmmanual /&amp;gt; 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.&amp;lt;ref name=mmmanual /&amp;gt;&amp;lt;ref name=cgw&amp;gt;{{cite magazine | date=May 1988 | last=Ardai | first=Charles | authorlink=Charles Ardai | magazine=[[Computer Gaming World]] | publisher=Golden Empire Publications | location=[[Anaheim, CA]] | title=The Doctor is in: An Appointment with Terror in Activision&#039;s &#039;&#039;Maniac Mansion&#039;&#039; | issue=47 | pages=40–41 | issn=0744-6667 | oclc=8482876}}&amp;lt;/ref&amp;gt; With the exception of the green tentacle, the mansion&#039;s inhabitants are hostile, 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 continue with the remaining of the three selected characters; the [[game over|game ends]] if all characters are killed. &#039;&#039;Maniac Mansion&#039;&#039; has five possible endings, based on which characters are chosen, which survive, and what the characters accomplish.&amp;lt;ref name=commodoremagazine2&amp;gt;{{cite journal |last=Addams |first=Shay |date=December 1987 |title=Animated Adventuring in &#039;&#039;Maniac Mansion&#039;&#039; |journal=Commodore Magazine |publisher=Commodore Magazine, Inc.|location=[[West Chester, PA]] |volume=8 |pages=48, 110 |issue=12}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
===Conception===&lt;br /&gt;
[[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 co-designed &#039;&#039;Maniac Mansion&#039;&#039; with [[Gary Winnick (game developer)|Gary Winnick]]; they were both [[Puzzle video game|puzzle]] and graphic adventure game fans.&amp;lt;ref name=&amp;quot;ClassicIntro&amp;quot;/&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maniac Mansion&#039;&#039; was conceived in 1985 when [[Lucasfilm Games]] employees [[Ron Gilbert]] and [[Gary Winnick (game developer)|Gary Winnick]] were assigned to create an original game.&amp;lt;ref name=&amp;quot;GamesTm-Retro&amp;quot;&amp;gt;{{cite journal |journal=[[GamesTM]] |publisher=Imagine Publishing |location=Bournemouth |title=Behind the Scenes: &#039;&#039;Maniac Mansion&#039;&#039; + &#039;&#039;Day of the Tentacle&#039;&#039; |year=2010 |issue=3 |pages=22–27 |series=The Ultimate Retro Companion |issn=1448-2606 |oclc=173412381}}&amp;lt;/ref&amp;gt; Gilbert had been hired the previous year as a programmer for the game &#039;&#039;[[Koronis Rift]]&#039;&#039;.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot; /&amp;gt; He befriended Winnick over their similar tastes in humor, film, and television. Company management provided little oversight in the creation of &#039;&#039;Maniac Mansion&#039;&#039;, a trend to which Gilbert credited the success of several of his games for Lucasfilm.&amp;lt;ref name=&amp;quot;RG2011&amp;quot;&amp;gt;{{cite journal |last=Hunt |first=Stuart |title=The Making Of &#039;&#039;Maniac Mansion&#039;&#039; |journal=[[Retro Gamer]] |publisher=[[Imagine Publishing]] |location=[[Bournemouth]] |issue=94 |date=September 2011 |pages=24–33 |issn=1742-3155 |oclc=489477015}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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 movie|B horror films]], they decided to make a comedy-horror game set in a haunted house.&amp;lt;ref name=&amp;quot;GamesTm-Retro&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot; /&amp;gt; They drew inspiration from a film whose name Winnick could not recall. He described it as &amp;quot;a ridiculous teen horror movie&amp;quot;, 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 &#039;&#039;[[Friday the 13th (1980 film)|Friday the 13th]]&#039;&#039; and &#039;&#039;[[A Nightmare on Elm Street]]&#039;&#039;, became the basis for the game&#039;s setting. Early work on the game progressed organically: according to Gilbert, &amp;quot;very little was written down. Gary and I just talked and laughed a lot, and out it came&amp;quot;.&amp;lt;ref name=&amp;quot;RG2011&amp;quot; /&amp;gt; Lucasfilm Games relocated to the Stable House at [[Skywalker Ranch]] during &#039;&#039;Maniac Mansion&#039;&#039;{{&#039;}}s conception period, and the ranch&#039;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]].&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;&amp;gt;{{cite web|url=http://www.gdcvault.com/play/1014732/Classic-Game-Postmortem-MANIAC |last=Gilbert |first=Ron |title=Classic Game Postmortem: &#039;&#039;Maniac Mansion&#039;&#039; |publisher=[[Game Developers Conference]] |format=Flash Video |date=March 4, 2011 |access-date=March 23, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110324201117/http://gdcvault.com/play/1014732/Classic-Game-Postmortem-MANIAC |archive-date=March 24, 2011}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Story and characters were a primary concern for Gilbert and Winnick.&amp;lt;ref name=&amp;quot;ClassicIntro&amp;quot;&amp;gt;{{cite book |title=LucasArts Classic Adventures |section=Introduction |author=LucasArts |year=1992 |page=2}}&amp;lt;/ref&amp;gt; The pair based the game&#039;s cast on friends, family members, acquaintances, and stereotypes. For example, Winnick&#039;s girlfriend Ray was the inspiration for Razor,&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Edge2&amp;quot;&amp;gt;{{cite magazine | author=Edge Staff | magazine = [[Edge (magazine)|Edge]] | publisher=[[Future plc|Future Publishing]] | location=[[Bath, Somerset]] | title=The Making Of: &#039;&#039;Maniac Mansion&#039;&#039; | url=http://www.next-gen.biz/features/the-making-of-maniac-mansion?page=0%2C1 | archive-url = https://web.archive.org/web/20100820012054/http://www.next-gen.biz/features/the-making-of-maniac-mansion?page=0%2C1 | page=2 | date=August 6, 2010 | archive-date = August 20, 2010}}&amp;lt;/ref&amp;gt; while Dave and Wendy were based, respectively, on Gilbert and a fellow Lucasfilm employee named Wendy.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt; According to Winnick, the Edison family was shaped after characters from [[EC Comics]] and [[Warren Publishing]] magazines.&amp;lt;ref name=&amp;quot;RG2011&amp;quot; /&amp;gt; The sentient meteor that brainwashes Dr. Fred was inspired by a segment from the 1982 [[anthology film]] &#039;&#039;[[Creepshow]]&#039;&#039;. The man-eating plant is similar to that of &#039;&#039;[[Little Shop of Horrors (1986 film)|Little Shop of Horrors]]&#039;&#039;.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt; The developers sought to strike a balance between tension and humor with the game&#039;s story.&amp;lt;ref name=&amp;quot;ClassicIntro&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Skywalker Ranch Main House.jpg|thumb|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 &#039;&#039;Maniac Mansion&#039;&#039;{{&#039;}}s setting.]]&lt;br /&gt;
Initially, Gilbert and Winnick struggled to choose a [[Video game genre|gameplay genre]] for &#039;&#039;Maniac Mansion&#039;&#039;. While visiting relatives over Christmas, Gilbert saw his cousin play &#039;&#039;[[King&#039;s Quest I|King&#039;s Quest: Quest for the Crown]]&#039;&#039;, an adventure game by [[Sierra Entertainment|Sierra On-Line]]. Although he was a fan of text adventures, this was Gilbert&#039;s first experience with a graphic adventure, and he used the holiday to play the game and familiarize himself with the format. As a result, he decided to develop his and Winnick&#039;s ideas into a graphic adventure game.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt;&amp;lt;ref&amp;gt;{{cite conference |url=https://www.youtube.com/watch?v=Q6IYgWh-qnY&amp;amp;t=49m16s |title=Storytime with Ron Gilbert - PAX Australia 2013 Keynote |last=Gilbert |first=Ron Gilbert |date=July 19, 2013 |conference=[[PAX Australia]] |access-date=August 25, 2015 |archive-url=https://web.archive.org/web/20151207121323/https://www.youtube.com/watch?v=Q6IYgWh-qnY&amp;amp;t=49m16s |archive-date=2015-12-07 |url-status=live}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;usgamer interview&amp;quot;&amp;gt;{{Cite web|url=http://www.usgamer.net/articles/use-questions-on-developer-a-ron-gilbert-retrospective/ |title=Page 2: Use Questions on Developer: A Ron Gilbert Retrospective |first=Bob |last=Mackey |work=[[USGamer]] |date=November 9, 2015 |access-date=November 9, 2015 |url-status=live |archive-url=https://web.archive.org/web/20151110055029/http://www.usgamer.net/articles/use-questions-on-developer-a-ron-gilbert-retrospective |archive-date=November 10, 2015}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maniac Mansion&#039;&#039;{{&#039;}}s story and structure were designed before coding commenced. The project&#039;s earliest incarnation was a [[Paper-and-pencil game|paper-and-pencil board game]], in which the mansion&#039;s floor plan was used as a game board, and cards represented events and characters.&amp;lt;ref name=Edge2 /&amp;gt; Lines connected the rooms to illustrate pathways by which characters could travel. Strips of [[cellulose acetate]] were used to map out the game&#039;s puzzles by tracking which items worked together when used by certain characters. Impressed by the map&#039;s complexity, Winnick included it in the final game as a poster hung on a wall.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt; Because each character contributes different skills and resources, the pair spent months working on the event combinations that could occur. This extended the game&#039;s production time beyond that of previous Lucasfilm Games projects, which almost led to Gilbert&#039;s firing.&amp;lt;ref name=&amp;quot;GamesTm-Retro&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;youtube.com&amp;quot;&amp;gt;{{cite conference |url=https://www.youtube.com/watch?v=HDvEFbh6I2g&amp;amp;t=34m21s |title=Classic Studio Postmortem: Lucasfilm Games |last=Gilbert |first=Ron |date=March 24, 2014 |conference=[[Game Developers Conference]] |access-date=August 25, 2015 |archive-url=https://web.archive.org/web/20150904033643/https://www.youtube.com/watch?v=HDvEFbh6I2g&amp;amp;t=34m21s |archive-date=2015-09-04 |url-status=live}}&amp;lt;/ref&amp;gt; The game&#039;s dialogue, written by [[David Fox (game designer)|David Fox]], was not created until after programming had begun.&amp;lt;ref name=&amp;quot;Edge2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Production and SCUMM===&lt;br /&gt;
{{main|SCUMM}}&lt;br /&gt;
Gilbert started programming &#039;&#039;Maniac Mansion&#039;&#039; in 6502 [[assembly language]], but he quickly decided that the project was too large and complex for this method.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Edge&amp;quot;&amp;gt;{{cite magazine | author=Edge Staff | magazine = [[Edge (magazine)|Edge]] | publisher=[[Future plc|Future Publishing]] | location=[[Bath, Somerset]] | title=The Making Of: &#039;&#039;Maniac Mansion&#039;&#039; | url=http://www.next-gen.biz/features/the-making-of-maniac-mansion | archive-url = https://web.archive.org/web/20100806183054/http://www.next-gen.biz/features/the-making-of-maniac-mansion | page=1 | date=August 6, 2010 | archive-date=August 6, 2010}}&amp;lt;/ref&amp;gt; He decided that a new [[game engine]] would have to be created.&amp;lt;ref name=&amp;quot;GamesTm-Retro&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Edge&amp;quot;/&amp;gt; Its coding language was initially planned to be [[Lisp (programming language)|Lisp]]-inspired, but Gilbert opted for one similar to [[C (programming language)|C]] and [[Yacc]].&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt;&amp;lt;ref&amp;gt;{{cite web |last=Bevan |first=Mike |author2=Staff |title=The SCUMM Diary: Stories behind one of the greatest game engines ever made |work=[[Gamasutra]] |publisher=[[Informa]] |date=July 12, 2013 |access-date=June 16, 2020 |url=https://www.gamedeveloper.com/design/the-scumm-diary-stories-behind-one-of-the-greatest-game-engines-ever-made}}&amp;lt;/ref&amp;gt; Lucasfilm employee [[Chip Morningstar]] contributed the base code for the engine, which Gilbert then built on.&amp;lt;ref name=igninterview&amp;gt;{{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]] |access-date=August 21, 2015 |url-status=live |archive-url=https://web.archive.org/web/20151009194206/http://www.ign.com/articles/2007/04/26/interview-scumm-of-the-earth |archive-date=October 9, 2015}}&amp;lt;/ref&amp;gt; Gilbert hoped to create a &amp;quot;system that could be used on many adventure games, cutting down the time it took to make them&amp;quot;.&amp;lt;ref name=&amp;quot;GamesTm-Retro&amp;quot;/&amp;gt; &#039;&#039;Maniac Mansion&#039;&#039;{{&#039;}}s first six-to-nine months of production were dedicated largely to engine development.&amp;lt;ref name=&amp;quot;RG2011&amp;quot; /&amp;gt; The game was developed around the [[Commodore 64]] [[home computer]], an 8-bit system with only 64 [[Kilobyte|KB]] of memory.&amp;lt;ref name=&amp;quot;GamesTm-Retro&amp;quot;/&amp;gt; The team wanted to include [[scrolling]] screens,&amp;lt;ref name=&amp;quot;GrumpyIn9&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt; but as it was normally impossible to scroll bitmap graphics on the Commodore 64, they had to use lower-detail tile graphics. Winnick gave each character a large head made of three stacked sprites to make them recognizable.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although Gilbert wrote much of the foundational code for &#039;&#039;Maniac Mansion&#039;&#039;, the majority of the game&#039;s events were programmed by Lucasfilm employee [[David Fox (game designer)|David Fox]].&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot; /&amp;gt; Fox was between projects and planned to work on the game only for a month, but he remained with the team for six months.&amp;lt;ref name=&amp;quot;Edge&amp;quot;/&amp;gt; With Gilbert, he wrote the characters&#039; dialog and choreographed the action. Winnick&#039;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&#039;s microwave.&amp;lt;ref name=&amp;quot;Edge2&amp;quot;/&amp;gt;&lt;br /&gt;
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The team wanted to avoid punishing the player for applying everyday logic in &#039;&#039;Maniac Mansion&#039;&#039;. 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 &amp;quot;sadistic&amp;quot;, and he commented: &amp;quot;I know that in the real world I can successfully pick up a broken piece of mirror without dying&amp;quot;.&amp;lt;ref name=&amp;quot;Edge3&amp;quot;&amp;gt;{{cite magazine | author=Edge Staff | magazine = [[Edge (magazine)|Edge]] | publisher=[[Future plc|Future Publishing]] | location=[[Bath, Somerset]] | title=The Making Of: &#039;&#039;Maniac Mansion&#039;&#039; | url=http://www.next-gen.biz/features/the-making-of-maniac-mansion?page=0%2C2 | archive-url = https://web.archive.org/web/20100820012059/http://www.next-gen.biz/features/the-making-of-maniac-mansion?page=0%2C2 | page=3 | date=August 6, 2010 | archive-date = August 20, 2010}}&amp;lt;/ref&amp;gt; Because of the project&#039;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: &amp;quot;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&amp;quot;. Lucasfilm Games had only one [[playtest]]er, and many dead-ends went undetected as a result.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt; Further playtesting was provided by Gilbert&#039;s uncle, to whom Gilbert mailed a [[floppy disk]] of the game&#039;s latest version each week.&amp;lt;ref&amp;gt;{{cite interview |last=Gilbert |first=Ron |author-link=Ron Gilbert |interviewer=[[Tim Schafer]] |title=&#039;&#039;Double Fine Adventure&#039;&#039;! // Ron Gilbert&#039;s Words of Wisdom to Tim Schafer |publisher=2 Player Productions |date=January 13, 2012 |url=https://www.youtube.com/watch?v=re_LWmRJK-g |access-date=June 26, 2012 |archive-url=https://web.archive.org/web/20120911020622/http://www.youtube.com/watch?v=re_LWmRJK-g |archive-date=2012-09-11 |url-status=live}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
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{{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&amp;lt;ref name=&amp;quot;GamesTm-Retro&amp;quot;/&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Maniac Mansion&#039;&#039; team wanted to retain the structure of a text-based adventure game, but without the standard [[command-line interface]].&amp;lt;ref name=&amp;quot;GamesTm-Retro&amp;quot;/&amp;gt; Gilbert and Winnick were frustrated by the genre&#039;s [[text parser]]s and frequent game over screens.&amp;lt;ref name=&amp;quot;ClassicIntro&amp;quot;/&amp;gt; While in college, Gilbert had enjoyed &#039;&#039;[[Colossal Cave Adventure]]&#039;&#039; and the games of [[Infocom]], but he disliked their lack of visuals.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt;&amp;lt;ref name=igninterview /&amp;gt; He found the inclusion of graphics in Sierra On-Line games, such as &#039;&#039;King&#039;s Quest&#039;&#039;, to be a step in the right direction,&amp;lt;ref name=igninterview /&amp;gt; but these games still require the player to type, and to guess which commands must be input.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot; /&amp;gt;&amp;lt;ref name=retrogamerlook /&amp;gt; In response, Gilbert programmed a point-and-click [[graphical user interface]] that displays every possible command.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt;&amp;lt;ref name=retrogamerlook&amp;gt;{{cite journal |last=Wild |first=Kim |title=Developer Lookback – LucasArts – Part One |journal=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=27 |date=July 20, 2006 |pages=32–39 |issn=1742-3155 |oclc=489477015}}&amp;lt;/ref&amp;gt; Fox had made a similar attempt to streamline Lucasfilm&#039;s earlier &#039;&#039;[[Labyrinth: The Computer Game]]&#039;&#039; and he conceived the entirety of &#039;&#039;Maniac Mansion&#039;&#039;{{&#039;}}s interface, according to Gilbert.&amp;lt;ref name=ewoks&amp;gt;{{cite web | last=Rignall | first=Julian | author-link=Julian Rignall | date=November 27, 2014 | url=http://www.usgamer.net/articles/i-actually-was-hunting-ewoks-lucasfilm-games-the-early-years | archive-url=https://web.archive.org/web/20150926005157/http://www.usgamer.net/articles/i-actually-was-hunting-ewoks-lucasfilm-games-the-early-years | archive-date=September 26, 2015 | title=&amp;quot;I actually was hunting Ewoks&amp;quot;. The Original Lucasfilm Games Team Talk About Life at Skywalker Ranch. | work=USgamer | publisher=Gamer Network Ltd.}}&amp;lt;/ref&amp;gt; Forty input commands were planned at first, but the number was gradually reduced to 12.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt; Gilbert finished the &#039;&#039;Maniac Mansion&#039;&#039; engine—which he later named &amp;quot;Script Creation Utility for Maniac Mansion&amp;quot; ([[SCUMM]])—after roughly one year of work.&amp;lt;ref name=&amp;quot;Edge&amp;quot;/&amp;gt; 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.&amp;lt;ref name=&amp;quot;GamesTm-Retro&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Edge&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After 18 to 24 months of development,&amp;lt;ref name=&amp;quot;RG2011&amp;quot; /&amp;gt; &#039;&#039;Maniac Mansion&#039;&#039; debuted at the 1987 [[Consumer Electronics Show]] in [[Chicago]].&amp;lt;ref&amp;gt;{{cite journal | title = CES and COMDEX: A Tale Of Two Cities | journal =[[COMPUTE!&#039;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}}&amp;lt;/ref&amp;gt; The game was released for the Commodore 64 and Apple II in October 1987.&amp;lt;ref&amp;gt;{{cite web|archive-url=https://web.archive.org/web/20030624215636/http://www.lucasarts.com/20th/history_1.htm |title=20th Anniversary |publisher=[[LucasArts Entertainment Company LLC]] |archive-date=June 24, 2003 |url=http://www.lucasarts.com/20th/history_1.htm |url-status=dead}}&amp;lt;/ref&amp;gt; While previous Lucasfilm Games products had been published by outside companies, &#039;&#039;Maniac Mansion&#039;&#039; was self-published.&amp;lt;ref name=&amp;quot;Edge2&amp;quot;/&amp;gt; This became a trend at Lucasfilm.&amp;lt;ref&amp;gt;{{cite journal |title=The Complete History of &#039;&#039;Star Wars&#039;&#039; Videogames – Episode II |journal=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=53 |date=July 2008 |page=56 |issn=1742-3155 |oclc=489477015}}&amp;lt;/ref&amp;gt; The company hired Ken Macklin, an acquaintance of Winnick&#039;s, to design the game&#039;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.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt; An MS-DOS port was released in early 1988,&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt; developed in part by Lucasfilm employees Aric Wilmunder and Brad Taylor.&amp;lt;ref name=&amp;quot;RG2011&amp;quot; /&amp;gt; Ports for the Amiga, Atari ST and [[Nintendo Entertainment System]] (NES) followed, with the Amiga and Atari ST ports in 1989 and the NES port in 1990. The 16-bit versions of Maniac Mansion featured a copy protection system requiring the user to enter graphical symbols out of a code book included with the game. This was not present in the Commodore 64 and Apple versions due to lack of disk space, so those instead used an on-disk copy protection.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt;&lt;br /&gt;
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==Nintendo Entertainment System version==&lt;br /&gt;
{{multiple image|footer=[[Douglas Crockford]] managed and [[Tim Schafer]] playtested the NES version. |image1=Douglas Crockford - Georgia Tech 2010.jpg |alt1=A gray-haired man with a gray beard wearing a black jacket and gray 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}}&lt;br /&gt;
There were two separate versions of the game developed for the NES. The first port was handled and published by [[Jaleco]] only in Japan. Released on June 23, 1988, it featured characters redrawn in a cute art style and generally shrunken rooms. No scrolling is present, leading to rooms larger than a single screen to be displayed via flip-screens. Many of the background details are missing, and instead of a save feature, a password, which is 104 characters long, is required to save progress.&amp;lt;ref&amp;gt;{{cite web|url=http://www.hardcoregaming101.net/maniacmansion/maniacmansion.htm |title=Maniac Mansion – Hardcore Gaming 101 |access-date=2016-03-26 |url-status=live |archive-url=https://web.archive.org/web/20160317053804/http://www.hardcoregaming101.net/maniacmansion/maniacmansion.htm |archive-date=2016-03-17}}&amp;lt;/ref&amp;gt; In September 1990&amp;lt;ref&amp;gt;{{cite web |url=https://www.nintendo.com/consumer/gameslist/manuals/completeoldgameslist.pdf |archive-url=https://web.archive.org/web/20101214001820/https://www.nintendo.com/consumer/gameslist/manuals/completeoldgameslist.pdf |archive-date=December 14, 2010 |title=Classic Games List |publisher=[[Nintendo of America]] |url-status=dead}}&amp;lt;/ref&amp;gt; Jaleco released an American version of &#039;&#039;Maniac Mansion&#039;&#039; as the first NES title developed by Lucasfilm Games in cooperation with Realtime Associates. Generally, this port is regarded as being far closer to the original game than the Japanese effort.&lt;br /&gt;
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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 &amp;quot;NES SCUMM&amp;quot; for the port.&amp;lt;ref name=&amp;quot;Expurgate&amp;quot;/&amp;gt; According to Crockford, &amp;quot;[one] of the main differences between the NES and PCs is that the NES can do certain things much faster&amp;quot;.&amp;lt;ref name=crockfordnp&amp;gt;{{cite magazine |title=NES Journal |magazine=Nintendo Power |publisher=Nintendo |location=Redmond, WA |issue=14 |date=July–August 1990 |page=88 |issn=1041-9551 |oclc=18893582}}&amp;lt;/ref&amp;gt; The graphics had to be entirely redrawn to match the NES&#039;s [[display resolution]].&amp;lt;ref name=&amp;quot;Expurgate&amp;quot;/&amp;gt; [[Tim Schafer]], who later designed &#039;&#039;Maniac Mansion&#039;&#039;{{&#039;}}s sequel &#039;&#039;[[Day of the Tentacle]]&#039;&#039;, received his first professional credit as a playtester for the NES version of &#039;&#039;Maniac Mansion&#039;&#039;.&amp;lt;ref&amp;gt;{{cite journal |title=In the Chair with Tim Schafer |journal=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=22 |date=March 2, 2006 |page=40 |issn=1742-3155 |oclc=489477015}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
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During &#039;&#039;Maniac Mansion&#039;&#039;{{&#039;}}s development for the Commodore 64, Lucasfilm had censored profanity in the script: for instance, the early line of dialogue &amp;quot;Don&#039;t be a shit head&amp;quot; became &amp;quot;Don&#039;t be a tuna head&amp;quot;.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot; /&amp;gt; Additional content was removed from the NES version to make it suitable for a younger audience, and to conform with Nintendo&#039;s policies.&amp;lt;ref name=&amp;quot;RG2011&amp;quot; /&amp;gt; Jaleco USA president Howie Rubin warned Crockford about content to which Nintendo might object, such as the word &amp;quot;kill&amp;quot;. After reading the NES Game Standards Policy for himself, Crockford suspected that further elements of &#039;&#039;Maniac Mansion&#039;&#039; 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 &#039;&#039;Maniac Mansion&#039;&#039; for approval.&amp;lt;ref name=&amp;quot;Expurgate&amp;quot;/&amp;gt;&lt;br /&gt;
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One month later, Nintendo of America was concerned that its content was objectionable, believing it was inappropriate for children, and contacted Lucasfilm Games to request they tone down the inappropriate content, particularly profanity and nudity. Crockford censored this content but attempted to leave the game&#039;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 &amp;quot;graphic&amp;quot; dialogue was edited, including a remark from Dr. Fred about &amp;quot;pretty brains [being] sucked out&amp;quot;. 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 &amp;quot;NES SCUMM System&amp;quot; in the credits sequence was censored.&amp;lt;ref name=&amp;quot;Expurgate&amp;quot;/&amp;gt;&lt;br /&gt;
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[[File:George A. Sanger at Blockparty 2008.jpg|thumb|alt=Portrait of a man in glasses with brown curly hair looking to the left|[[George Sanger (musician)|George &amp;quot;The Fat Man&amp;quot; Sanger]] and his band contributed to the NES port&#039;s music.]]&lt;br /&gt;
Lucasfilm Games re-submitted the edited version of &#039;&#039;Maniac Mansion&#039;&#039; to Nintendo, which then manufactured 250,000 cartridges.&amp;lt;ref name=&amp;quot;Ultimate&amp;quot;&amp;gt;{{cite book | title=Ultimate History of Video Games | url=https://archive.org/details/ultimatehistoryv00kent | url-access=limited | first=Steven | last=Kent | authorlink=Steven L. Kent | chapter=The New Empire | pages=[https://archive.org/details/ultimatehistoryv00kent/page/n380 365]–366 | publisher=[[Prima Publishing]] | location=[[Roseville, CA]] | isbn=978-0-7615-3643-7 | year=2001}}&amp;lt;/ref&amp;gt; Each cartridge was fitted with a battery-powered back-up to save data.&amp;lt;ref name=&amp;quot;Collector&amp;quot;&amp;gt;{{cite book |title=Digital Press Video Game Collector&#039;s Guide |publisher=Digital Press |location=[[Pompton Lakes, NJ]] |first=Joe |last=Santulli |edition=7 |year=2002 |isbn=978-0-9709807-0-0}}&amp;lt;/ref&amp;gt; Nintendo announced the port through its [[Nintendo Power|official magazine]] in early 1990, and it provided further coverage later that year.&amp;lt;ref name=&amp;quot;NP-14&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;NP-11&amp;quot;&amp;gt;{{cite magazine |title=Gossip Galore |magazine=Nintendo Power |publisher=Nintendo |location=Redmond, WA |date=March–April 1990 |issue=11 |page=93 |issn=1041-9551 |oclc=18893582}}&amp;lt;/ref&amp;gt; The ability to microwave a hamster remained in the game, which Crockford cited as an example of the censors&#039; contradictory criteria.&amp;lt;ref name=&amp;quot;Expurgate&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Collector&amp;quot;/&amp;gt; Nintendo later noticed it, and after the first batch of cartridges was sold, Jaleco was forced to remove the content from future shipments.&amp;lt;ref name=&amp;quot;Ultimate&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Collector&amp;quot;/&amp;gt;&lt;br /&gt;
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Late in development, Jaleco commissioned [[Realtime Associates]] to provide background music, which no previous version of &#039;&#039;Maniac Mansion&#039;&#039; had featured. Realtime Associates&#039; founder and president David Warhol noted that &amp;quot;video games at that time had to have &#039;wall to wall&#039; music&amp;quot;. He brought in [[George Sanger (musician)|George &amp;quot;The Fat Man&amp;quot; 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]]&#039;s &amp;quot;[[The Boys Are Back in Town]]&amp;quot; for Dave Miller. Warhol translated their work into NES [[chiptune]] music.&amp;lt;ref name=&amp;quot;Warhol&amp;quot;&amp;gt;{{cite interview|last=Warhol |first=David |title=LucasArts&#039; Secret History: &#039;&#039;Maniac Mansion&#039;&#039;: Memories from the developers, and music downloads |publisher=The International House of Mojo |date=January 29, 2008 |access-date=December 24, 2012 |url=http://mixnmojo.com/features/sitefeatures/LucasArts-Secret-History-Maniac-Mansion/4 |url-status=live |archive-url=https://web.archive.org/web/20130104113042/http://mixnmojo.com/features/sitefeatures/LucasArts-Secret-History-Maniac-Mansion/4 |archive-date=January 4, 2013}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
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==Reception==&lt;br /&gt;
{{Video game reviews&lt;br /&gt;
| EuroG = 9/10&amp;lt;ref name=&amp;quot;EuroGamer&amp;quot;&amp;gt;{{cite web|url=http://www.eurogamer.net/articles/maniac-mansion-review |title=&#039;&#039;Maniac Mansion&#039;&#039; Review |first=Kristan |last=Reed |website=[[Eurogamer]] |date=October 26, 2007 |access-date=April 12, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110310175031/http://www.eurogamer.net/articles/maniac-mansion-review |archive-date=March 10, 2011}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| rev1 = &#039;&#039;[[ACE (games magazine)|ACE]]&#039;&#039;&lt;br /&gt;
| rev1Score = 820 out of 1000&amp;lt;ref name=ace /&amp;gt;&lt;br /&gt;
| rev2 = &#039;&#039;[[Zzap!64]]&#039;&#039;&lt;br /&gt;
| rev2Score = 93%&amp;lt;ref name=zzap /&amp;gt;&lt;br /&gt;
| rev3 = &#039;&#039;[[The One (magazine)|The One]]&#039;&#039;&lt;br /&gt;
| rev3Score = 83%&amp;lt;ref name=oneamiga /&amp;gt;&lt;br /&gt;
| rev4 = &#039;&#039;[[Commodore User]]&#039;&#039;&lt;br /&gt;
| rev4Score = 8/10&amp;lt;ref name=commodoreuser /&amp;gt;&lt;br /&gt;
| rev5 = &#039;&#039;[[Amiga Format]]&#039;&#039;&lt;br /&gt;
| rev5Score = 73%&amp;lt;ref name=amigaformat /&amp;gt;&lt;br /&gt;
| rev6 = &#039;&#039;[[The Games Machine]]&#039;&#039;&lt;br /&gt;
| rev6Score = 76%&amp;lt;ref name=gamesmachine&amp;gt;{{cite journal |title=&#039;&#039;Maniac Mansion&#039;&#039; |journal=[[The Games Machine]] |publisher=[[Newsfield Publications]] |location=[[Ludlow]] |date=December 1989 |issue=25 |page=67 |issn=0954-8092 |oclc=500096266}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| rev7 = &#039;&#039;[[Mean Machines]]&#039;&#039;&lt;br /&gt;
| rev7Score = 89%&amp;lt;ref name=meanmachines&amp;gt;{{cite journal|last1=Rignall |first1=Julian |author-link=Julian Rignall |last2=Laurence |first2=Edward |title=&#039;&#039;Maniac Mansion&#039;&#039; review – Nintendo Entertainment System |journal=[[Mean Machines]] |issue=15 |date=December 1991 |pages=67–68 |access-date=July 18, 2011 |url=http://www.meanmachinesmag.co.uk/pdf/maniacmansionnes.pdf |issn=0960-4952 |oclc=500020318 |publisher=EMAP |location=Peterborough |url-status=live |archive-url=https://web.archive.org/web/20140403015625/http://www.meanmachinesmag.co.uk/pdf/maniacmansionnes.pdf |archive-date=April 3, 2014}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
According to Stuart Hunt of &#039;&#039;[[Retro Gamer]]&#039;&#039;, &#039;&#039;Maniac Mansion&#039;&#039; received highly positive reviews from critics. Nevertheless, Ron Gilbert noted that &amp;quot;it wasn&#039;t a huge hit&amp;quot; commercially. In 2011, Hunt wrote that &amp;quot;as so often tends to be the way with cult classics, the popularity it saw was slow in coming&amp;quot;.&amp;lt;ref name=&amp;quot;RG2011&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keith Farrell of &#039;&#039;[[Compute!&#039;s Gazette]]&#039;&#039; was struck by &#039;&#039;Maniac Mansion&#039;&#039;{{&#039;}}s similarity to film, particularly in its use of cutscenes to impart &amp;quot;information or urgency&amp;quot;. He lauded the game&#039;s graphics, animation and high level of detail.&amp;lt;ref name=compute&amp;gt;{{cite journal |last=Ferrell |first=Keith |title=&#039;&#039;Maniac Mansion&#039;&#039; |date=November 1987 |journal=COMPUTE!&#039;s Gazette |publisher=General Media |location=New York City |issue=53 |pages=35–36 |issn=0737-3716 |oclc=649175217}}&amp;lt;/ref&amp;gt; &#039;&#039;[[Commodore User]]&#039;&#039;{{&#039;}}s Bill Scolding and three reviewers from &#039;&#039;[[Zzap!64]]&#039;&#039; compared the game to &#039;&#039;[[The Rocky Horror Picture Show]]&#039;&#039;.&amp;lt;ref name=zzap/&amp;gt;&amp;lt;ref name=commodoreuser&amp;gt;{{cite journal |last=Scolding |first=Bill |date=December 1987 |title=&#039;&#039;Maniac Mansion&#039;&#039; |journal=[[Commodore User]] |publisher=EMAP |location=Peterborough |issue=51 |page=42 |issn=0265-721X |oclc=124015983}}&amp;lt;/ref&amp;gt; Further comparisons were drawn to &#039;&#039;[[Psycho (1960 film)|Psycho]]&#039;&#039;, &#039;&#039;[[Friday the 13th (franchise)|Friday the 13th]]&#039;&#039;, &#039;&#039;[[The Texas Chain Saw Massacre]]&#039;&#039;, &#039;&#039;[[The Addams Family]]&#039;&#039; and &#039;&#039;[[Scooby-Doo]]&#039;&#039;.&amp;lt;ref name=zzap/&amp;gt;&amp;lt;ref name=commodoreuser/&amp;gt;&amp;lt;ref name=&amp;quot;Questbusters&amp;quot;/&amp;gt; Russ Ceccola of &#039;&#039;Commodore Magazine&#039;&#039; found the cutscenes to be creative and well made, and he commented that the &amp;quot;characters are distinctively Lucasfilm&#039;s, bringing facial expressions and personality to each individual character&amp;quot;.&amp;lt;ref name=commodoremagazine&amp;gt;{{cite journal |last=Ceccola |first=Russ |date=March 1988 |title=&#039;&#039;Maniac Mansion&#039;&#039; |journal=Commodore Magazine |publisher = Commodore Magazine, Inc. |location=West Chester, PA |pages=22–23 |issn=0814-5741 |oclc=216544886}}&amp;lt;/ref&amp;gt; In &#039;&#039;Compute!&#039;&#039;, [[Orson Scott Card]] praised the game&#039;s humor, cinematic storytelling and lack of violence. He called it &amp;quot;compellingly good&amp;quot; and evidence of Lucasfilm&#039;s push &amp;quot;to make computer games a valid storytelling art&amp;quot;.&amp;lt;ref name=&amp;quot;card198812&amp;quot;&amp;gt;{{cite journal|last=Card |first=Orson Scott |author-link=Orson Scott Card |title=Gameplay |journal=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 |access-date=November 10, 2013 |page=12 |url-status=live |archive-url=https://web.archive.org/web/20160313134759/https://archive.org/stream/1988-12-compute-magazine/Compute_Issue_103_1988_Dec |archive-date=March 13, 2016}}&amp;lt;/ref&amp;gt; In describing &#039;&#039;Maniac Mansion&#039;&#039; as Lucasfilms&#039; &amp;quot;breakthrough game&amp;quot;, Matthew Castillo of &#039;&#039;[[Asimov&#039;s Science Fiction]]&#039;&#039; magazine praised the &amp;quot;B-movie&amp;quot; horror elements, the use of cutscenes and the visuals.&amp;lt;ref&amp;gt;{{cite magazine | last = Castello | first = Matthew J. | date = February 1988 | title = Gaming | url = https://archive.org/details/Asimovs_v12n02_1988-02/page/n191/mode/2up | magazine = [[Asimov&#039;s Science Fiction]] | publisher = Davis Publications, Inc. | access-date = 2023-05-08 | volume = 12 | issue = 2 | page= 191}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
German magazine &#039;&#039;Happy-Computer&#039;&#039; commended the point-and-click interface and likened it to that of &#039;&#039;[[Uninvited (video game)|Uninvited]]&#039;&#039; by [[ICOM Simulations]]. The publication highlighted &#039;&#039;Maniac Mansion&#039;&#039;{{&#039;}}s graphics, originality, and overall enjoyability: one of the writers called it the best adventure title yet released.&amp;lt;ref&amp;gt;{{cite journal|last1=Schneider |first1=Boris |last2=Lenhardt |first2=Heinrich |title=&#039;&#039;Maniac Mansion&#039;&#039; |journal=Happy-Computer |publisher=Markt+Technik Verlag |language=de |date=April 1986 |url=http://www.kultpower.de/powerplay_datenbank.php3?game_id=605 |access-date=July 18, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110930034523/http://www.kultpower.de/powerplay_datenbank.php3?game_id=605 |archive-date=September 30, 2011}}&amp;lt;/ref&amp;gt; &#039;&#039;Happy-Computer&#039;&#039; later reported that &#039;&#039;Maniac Mansion&#039;&#039; was the highest-selling video game in [[West Germany]] for three consecutive months.&amp;lt;ref&amp;gt;{{cite journal |title=German gamers pick &#039;&#039;Maniac&#039;&#039; |journal=VideoGames &amp;amp; Computer Entertainment |publisher=Larry Flynt Publications |location=Beverly Hills, CA |issue=4 |date=May 1989 |page=14 |issn=1059-2938 |oclc=25300986}}&amp;lt;/ref&amp;gt; The game&#039;s humor received praise from &#039;&#039;Zzap!64&#039;&#039;, whose reviewers called the point-and-click controls &amp;quot;tremendous&amp;quot; and the total package &amp;quot;innovative and polished&amp;quot;.&amp;lt;ref name=zzap&amp;gt;{{cite journal |last1=Summer |first1=Paul |last2=Rignall |first2=Julian |last3=Jarratt |first3=Steve |author-link2=Julian Rignall |author-link3=Steve Jarratt |date=December 1987 |title=&#039;&#039;Maniac Mansion&#039;&#039; |journal=[[Zzap!64]] |publisher = Newsfield Publications |location=Ludlow |issue=32 |pages=12–13 |issn=0954-867X |oclc=470391346}}&amp;lt;/ref&amp;gt; Shay Addams of &#039;&#039;Questbusters: The Adventurer&#039;s Newsletter&#039;&#039; preferred &#039;&#039;Maniac Mansion&#039;&#039;{{&#039;}}s interface to that of &#039;&#039;Labyrinth: The Computer Game&#039;&#039;. He considered the game to be Lucasfilm&#039;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 On-Line.&amp;lt;ref name=&amp;quot;Questbusters&amp;quot;&amp;gt;{{cite journal |last=Addams |first=Shay |title=&#039;&#039;Maniac Mansion&#039;&#039; |journal=Questbusters: The Adventurer&#039;s Newsletter |publisher=Addams Expedition |location=[[Wayne, PA]] |date=August 1987 |volume=4 |issue=8 |pages=3, 9}}&amp;lt;/ref&amp;gt; A writer for &#039;&#039;[[ACE (games magazine)|ACE]]&#039;&#039; enjoyed the game&#039;s animation and depth, but he noted that fans of text-based adventures would dislike the game&#039;s simplicity.&amp;lt;ref name=ace&amp;gt;{{cite journal |author=The Pilgrim |title=&#039;&#039;Maniac Mansion&#039;&#039; |issue=2 |date=November 1987 |journal=[[ACE (games magazine)|ACE]] |publisher =Future Publishing |location=Bath, Somerset |page=89}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ports===&lt;br /&gt;
&#039;&#039;[[PC Computing]]&#039;&#039; in 1988 wrote that &#039;&#039;Maniac Mansion&#039;&#039; for the PC had a clever story but &amp;quot;grade B animation&amp;quot;, concluding that &amp;quot;the result falls short of the magic we expect from George Lucas&amp;quot;.&amp;lt;ref name=&amp;quot;trivette1988&amp;quot;&amp;gt;{{Cite magazine |last=Trivette |first=Donald B. |date=October 1988 |title=Fun! |url=http://archive.org/details/PC_Computing_1988_10 |magazine=PC Computing |type=column |language=english |pages=251–256 |access-date=2023-04-07}}&amp;lt;/ref&amp;gt; Reviewing the MS-DOS and [[Atari ST]] ports, a critic from &#039;&#039;[[The Games Machine]]&#039;&#039; called &#039;&#039;Maniac Mansion&#039;&#039; &amp;quot;an enjoyable romp&amp;quot; that was structurally superior to later [[LucasArts adventure games]]. The writer noticed poor [[pathfinding#In video games|pathfinding]] and disliked the limited audio.&amp;lt;ref name=gamesmachine /&amp;gt; Reviewers for &#039;&#039;[[Deseret News|The Deseret News]]&#039;&#039; lauded the audiovisuals and considered the product &amp;quot;wonderful fun&amp;quot;.&amp;lt;ref name=deseretnews&amp;gt;{{cite news |last1=Peterson |first1=Franklynn |last2=K-Turkel |first2=Judi |date=April 30, 1989 |title=We Had to Reconsider Bombing &#039;&#039;Platoon&#039;&#039; Game; &#039;&#039;Maniac Mansion&#039;&#039;, &#039;&#039;Dive Bomber&#039;&#039; 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 |archive-url=https://archive.today/20130121115106/http://www.deseretnews.com/article/44671/WE-HAD-TO-RECONSIDER-BOMBING-PLATOON-GAME-MANIAC-MANSION-DIVE-BOMBER-ARE-GOOD-FUN-TOO.html |url-status=dead |archive-date=January 21, 2013 |newspaper=[[The Deseret News]] |access-date=February 2, 2011}}&amp;lt;/ref&amp;gt; &#039;&#039;[[Computer Gaming World]]&#039;&#039;{{&#039;}}s [[Charles Ardai]] praised the game for attaining &amp;quot;the necessary and precarious balance between laughs and suspense that so many comic horror films and novels lack&amp;quot;. Although he faulted the control system&#039;s limited options, he hailed it as &amp;quot;one of the most comfortable ever devised&amp;quot;.&amp;lt;ref name=cgw /&amp;gt; Writing for &#039;&#039;[[VideoGames &amp;amp; Computer Entertainment]]&#039;&#039;, Bill Kunkel and Joyce Worley stated that the game&#039;s plot and premise were typical of the horror genre, but they praised the interface and execution.&amp;lt;ref&amp;gt;{{cite journal |last1=Kunkel |first1=Bill |last2=Worley |first2=Joyce |title=Spooky Software |journal=[[VideoGames &amp;amp; Computer Entertainment]] |publisher=[[Larry Flynt Publications]] |location=[[Beverly Hills, CA]] |issue=10 |date=September 1989 |page=62 |issn=1059-2938 |oclc=25300986}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reviewing &#039;&#039;Maniac Mansion&#039;&#039;{{&#039;}}s Amiga version four years after its release, Simon Byron of &#039;&#039;[[The One (magazine)|The One Amiga]]&#039;&#039; praised the game for retaining &amp;quot;charm and humour&amp;quot;, but suggested that its art direction had become &amp;quot;tacky&amp;quot; compared to more recent titles.&amp;lt;ref name=oneamiga&amp;gt;{{cite journal |last=Byron |first=Simon |date=June 1993 |title=Cheapos! |journal=[[The One (magazine)|The One Amiga]] |publisher=[[EMAP]] |location=[[Peterborough]] |issue=57 |page=90 |issn=0962-2896 |oclc=225907628}}&amp;lt;/ref&amp;gt; Stephen Bradly of &#039;&#039;[[Amiga Format]]&#039;&#039; found the game derivative, but encountered &amp;quot;loads of visual humour&amp;quot; in it, adding: &amp;quot;Strangely, it&#039;s quite compelling after a while&amp;quot;.&amp;lt;ref name=amigaformat&amp;gt;{{cite journal |last=Bradly |first=Stephen |date=August 1993 |title=Budget Reviews |journal=[[Amiga Format]] |publisher=Future Publishing |location=Bath, Somerset |issue=49 |page=96 |issn=0957-4867 |oclc=225912747}}&amp;lt;/ref&amp;gt; Michael Labiner of Germany&#039;s &#039;&#039;Amiga Joker&#039;&#039; considered &#039;&#039;Maniac Mansion&#039;&#039; 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.&amp;lt;ref&amp;gt;{{cite journal |last=Labiner |first=Michael |title=&#039;&#039;Maniac Mansion&#039;&#039; |journal=Amiga Joker |publisher=Joker Verlag |language=de |volume=1990 |date=February 1990 |url=http://www.kultpower.de/external_frameset.php3?site=amigajoker_testbericht.php3%3Fim%3Dmaniacmansion.jpg%26backurl%3Dindex_main2.php3 |access-date=July 18, 2011 |issue=2 |url-status=dead |archive-url=https://web.archive.org/web/20110930034512/http://www.kultpower.de/external_frameset.php3?site=amigajoker_testbericht.php3%3Fim%3Dmaniacmansion.jpg&amp;amp;backurl=index_main2.php3 |archive-date=September 30, 2011}}&amp;lt;/ref&amp;gt; Writing for &#039;&#039;Datormagazin&#039;&#039; in Sweden, Ingela Palmér commented that the Amiga and Commodore 64 versions of &#039;&#039;Maniac Mansion&#039;&#039; were nearly identical. She criticized the graphics and gameplay of both releases but felt the game to be highly enjoyable regardless.&amp;lt;ref&amp;gt;{{cite journal |last=Palmér |first=Ingela |title=Alla har ett fånigt flin – &#039;&#039;Maniac Mansion&#039;&#039; (Lucasfilm) |journal=Datormagazin |publisher = Egmont Tidskrifter |language=sv |volume=1990 |date=March 1990 |page=29 |issue=6}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reviewing the NES release, &#039;&#039;[[Entertainment Weekly]]&#039;&#039; named it the #20 greatest game released that season: &amp;quot;The graphics are merely okay and the music is Nintendo at its tinniest, but Maniac Mansion&#039;s plot is enough to overcome these faults. In this command-driven game — adapted from the computer hit — three buddies venture into a sinister haunted mansion and wind up juggling a bunch of wacky story lines&amp;quot;.&amp;lt;ref&amp;gt;{{Cite magazine |url=https://ew.com/article/1991/11/22/video-games-guide/ |title=Video Games Guide |magazine=[[Entertainment Weekly]] |date=1991-11-22|access-date=2018-09-09 |archive-url=https://web.archive.org/web/20170219184932/http://ew.com/article/1991/11/22/video-games-guide/ |archive-date=2017-02-19 |url-status=live}}&amp;lt;/ref&amp;gt; British magazine &#039;&#039;[[Mean Machines]]&#039;&#039; commended the game&#039;s presentation, playability, and replay value. The publication also noted undetailed graphics and &amp;quot;ear-bashing tunes&amp;quot;. The magazine&#039;s Julian Rignall compared &#039;&#039;Maniac Mansion&#039;&#039; to the title &#039;&#039;Shadowgate&#039;&#039;, but he preferred the former&#039;s controls and lack of &amp;quot;death-without-warning situations&amp;quot;.&amp;lt;ref name=meanmachines /&amp;gt; Writers for Germany&#039;s &#039;&#039;Video Games&#039;&#039; referred to the NES version as a &amp;quot;classic&amp;quot;. Co-reviewer Heinrich Lenhardt stated that &#039;&#039;Maniac Mansion&#039;&#039; 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 &amp;quot;one of the most original representatives of the [adventure game] genre&amp;quot;.&amp;lt;ref&amp;gt;{{cite journal |last1=Forster |first1=Winnie |last2=Lenhardt |first2=Heinrich |title=Gehirne, Gags &amp;amp; Gänsehaut – &#039;&#039;Maniac Mansion&#039;&#039; |journal=Video Games |language=de |volume=2 |date=June 1991 |pages=38–39 |access-date=July 18, 2011 |url=http://www.kultpower.de/external_frameset.php3?site=videogames_testbericht.php3?im=maniacmansion.jpg |issue=6 |url-status=dead |archive-url=https://web.archive.org/web/20110930034441/http://www.kultpower.de/external_frameset.php3?site=videogames_testbericht.php3%3Fim%3Dmaniacmansion.jpg |archive-date=September 30, 2011}}&amp;lt;/ref&amp;gt; In retrospective features, [[Edge (magazine)|&#039;&#039;Edge&#039;&#039; magazine]] called the NES version &amp;quot;somewhat neutered&amp;quot; and &#039;&#039;[[GamesTM]]&#039;&#039; referred to it as &amp;quot;infamous&amp;quot; and &amp;quot;heavily censored&amp;quot;.&amp;lt;ref name=&amp;quot;GamesTm-Retro&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Edge&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==TV adaptation and game sequel==&lt;br /&gt;
{{main|Maniac Mansion (TV series)|Day of the Tentacle}}&lt;br /&gt;
Lucasfilm conceived the idea for a television adaptation of &#039;&#039;Maniac Mansion&#039;&#039;, the rights to which were purchased by [[Television networks preceding ABC Family#The Family Channel|The Family Channel]] in 1990.&amp;lt;ref&amp;gt;{{cite magazine|title=A Short Visit to &#039;&#039;Maniac Mansion&#039;&#039; |magazine=[[Entertainment Weekly]] |location=New York City |first=Benjamin |last=Svetkey |publisher=Time Inc. |issue=101 |date=January 17, 1992 |url=https://ew.com/article/1992/01/17/sctv-alumni-are-working-show/ |access-date=February 9, 2011 |issn=1049-0434 |oclc=21114137 |url-status=live |archive-url=https://web.archive.org/web/20110617051253/http://www.ew.com/ew/article/0%2C%2C309225%2C00.html |archive-date=June 17, 2011}}&amp;lt;/ref&amp;gt; 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.&amp;lt;ref&amp;gt;{{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}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=showpower /&amp;gt; It aired on [[YTV (Canadian TV channel)|YTV]] in Canada and The Family Channel in the United States.&amp;lt;ref&amp;gt;{{cite book |title=Beyond Quebec: Taking Stock of Canada |first=Kenneth |last=McRoberts |publisher=[[McGill-Queen&#039;s University Press]] |location=[[Montreal]], [[Quebec]]/[[Kingston, Ontario]] |year=1995 |isbn=978-0-7735-1314-3 |page=173}}&amp;lt;/ref&amp;gt; Based in part on the video game, the series focuses on the Edison family&#039;s life and stars [[Joe Flaherty]] as Dr. Fred. Its writing staff was led by [[Eugene Levy]].&amp;lt;ref name=showpower&amp;gt;{{cite magazine |title=On the Air |magazine=Nintendo Power |publisher=Nintendo |location=Redmond, WA |issue=16 |page=89 |date=September–October 1990 |issn=1041-9551 |oclc=18893582}}&amp;lt;/ref&amp;gt; Gilbert later said that the premise of the series changed during production until it differed heavily from the game&#039;s original plot.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt; Upon its debut, the adaptation received positive reviews from &#039;&#039;[[Variety (magazine)|Variety]]&#039;&#039;, &#039;&#039;[[Entertainment Weekly]]&#039;&#039; and the &#039;&#039;[[Los Angeles Times]]&#039;&#039;.&amp;lt;ref&amp;gt;{{cite book |title=Variety TV Reviews 1991-92 |publisher=Routledge |location=London |author=Prouty |year=1994 |volume=17 |isbn=978-0-8240-3796-3}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Tucker&amp;quot;&amp;gt;{{cite magazine|magazine=Entertainment Weekly |location=New York City |title=TV Review: &#039;&#039;Maniac Mansion&#039;&#039; |first=Ken |last=Tucker |author-link=Ken Tucker |date=October 5, 1990 |issue=34 |publisher=Time Inc. |url=https://ew.com/article/1990/10/05/maniac-mansion/ |access-date=July 21, 2011 |url-status=live |archive-url=https://web.archive.org/web/20121021192544/http://www.ew.com/ew/article/0%2C%2C20193670%2C00.html |archive-date=October 21, 2012}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite journal|journal=[[Los Angeles Times]] |title=The New Season: Demented Experiment in &#039;&#039;Maniac Mansion&#039;&#039; |date=September 14, 1990 |first=Howard |last=Rosenberg |url=https://www.latimes.com/archives/la-xpm-1990-09-14-ca-73-story.html |access-date=July 21, 2011 |url-status=live |archive-url=https://web.archive.org/web/20121012020231/http://articles.latimes.com/1990-09-14/entertainment/ca-73_1_maniac-mansion |archive-date=October 12, 2012}}&amp;lt;/ref&amp;gt; &#039;&#039;[[Time (magazine)|Time]]&#039;&#039; named it one of the year&#039;s best new series.&amp;lt;ref&amp;gt;{{cite magazine|title=Best of &#039;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 |access-date=February 9, 2011 |issn=0040-781X |oclc=1767509 |url-status=dead |archive-url=https://web.archive.org/web/20110120152312/http://www.time.com/time/magazine/article/0%2C9171%2C972059%2C00.html |archive-date=January 20, 2011}}&amp;lt;/ref&amp;gt; [[Ken Tucker]] of &#039;&#039;Entertainment Weekly&#039;&#039; questioned the decision to air the series on The Family Channel, given Flaherty&#039;s subversive humor.&amp;lt;ref name=&amp;quot;Tucker&amp;quot; /&amp;gt; Discussing the series in retrospect, Richard Cobbett of &#039;&#039;[[PC Gamer]]&#039;&#039; criticized its generic storylines and lack of relevance to the game.&amp;lt;ref name=&amp;quot;Cobbett&amp;quot; /&amp;gt; The series lasted for three seasons; sixty-six episodes were filmed.&amp;lt;ref name=&amp;quot;RG2011&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the early 1990s, LucasArts tasked Dave Grossman and Tim Schafer, both of whom had worked on the &#039;&#039;Monkey Island&#039;&#039; series, with designing a sequel to &#039;&#039;Maniac Mansion&#039;&#039;. Gilbert and Winnick initially assisted with the project&#039;s writing. The team included voice acting and more detailed graphics, which Gilbert had originally envisioned for &#039;&#039;Maniac Mansion&#039;&#039;. The first game&#039;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.&amp;lt;ref name=&amp;quot;RetroMaking&amp;quot;&amp;gt;{{cite journal |journal=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}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite journal |last=Wild |first=Kim |title=Developer Lookback – LucasArts – Part Two |journal=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=28 |date=August 17, 2006 |pages=20–25 |issn=1742-3155 |oclc=489477015}}&amp;lt;/ref&amp;gt; The sequel &#039;&#039;[[Day of the Tentacle]]&#039;&#039; was released in 1993,&amp;lt;ref name=&amp;quot;GamesTm-Retro&amp;quot;/&amp;gt; and came with a fully playable copy of &#039;&#039;Maniac Mansion&#039;&#039; hidden as an Easter egg within the game.&amp;lt;ref name=&amp;quot;GSGG&amp;quot;&amp;gt;{{cite web |url=http://www.gamespot.com/gamespot/features/all/greatestgames/p-48.html |archive-url=https://web.archive.org/web/20041124031943/http://www.gamespot.com/gamespot/features/all/greatestgames/p-48.html |archive-date=November 24, 2004 |title=The Greatest Games of All Time: The Only Good Tentacle Is a Green Tentacle |website=[[GameSpot]] |date=April 30, 2004 |access-date=February 13, 2014}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Impact and legacy==&lt;br /&gt;
In 2010, the staff of &#039;&#039;GamesTM&#039;&#039; dubbed &#039;&#039;Maniac Mansion&#039;&#039; a &amp;quot;seminal&amp;quot; title that 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.&amp;lt;ref name=&amp;quot;GamesTm-Retro&amp;quot;/&amp;gt; &#039;&#039;Eurogamer&#039;&#039;{{&#039;}}s Kristan Reed agreed: he believed that the design was &amp;quot;infinitely more elegant and intuitive&amp;quot; than its predecessors and that it freed players from &amp;quot;guessing-game frustration&amp;quot;.&amp;lt;ref name=&amp;quot;EuroGamer&amp;quot;/&amp;gt; Designer [[Dave Grossman (game developer)|Dave Grossman]], who worked on Lucasfilm Games&#039; later &#039;&#039;Day of the Tentacle&#039;&#039; and &#039;&#039;[[The Secret of Monkey Island]]&#039;&#039;, felt that &#039;&#039;Maniac Mansion&#039;&#039; had revolutionized the adventure game genre.&amp;lt;ref name=&amp;quot;RG2011&amp;quot; /&amp;gt; &#039;&#039;Maniac Mansion&#039;&#039;{{&#039;}}s implementation of the concept was widely imitated in other adventure titles. Writing in the [[game studies]] journal &#039;&#039;Kinephanos&#039;&#039;, Jonathan Lessard argued that &#039;&#039;Maniac Mansion&#039;&#039; led a &amp;quot;[[Casual game|Casual]] Revolution&amp;quot; in the late 1980s, which opened the adventure genre to a wider audience.&amp;lt;ref name=kinephanos&amp;gt;{{cite journal|journal=Kinephanos |title=The Casual Revolution of... 1987: Making adventure games accessible to the masses |date=January 2014 |last=Lessard |first=Jonathan |url=http://www.kinephanos.ca/2014/adventure-games/ |access-date=September 26, 2015 |issn=1916-985X |url-status=live |archive-url=https://web.archive.org/web/20150928094408/http://www.kinephanos.ca/2014/adventure-games/ |archive-date=September 28, 2015}}&amp;lt;/ref&amp;gt; Similarly, Christopher Buecheler of &#039;&#039;[[GameSpy]]&#039;&#039; called the game a contributor to its genre&#039;s subsequent critical adoration and commercial success.&amp;lt;ref name=&amp;quot;GS-Fame&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reed highlighted the &amp;quot;wonderfully ambitious&amp;quot; design of &#039;&#039;Maniac Mansion&#039;&#039;, in reference to its writing, interface, and cast of characters.&amp;lt;ref name=&amp;quot;EuroGamer&amp;quot;/&amp;gt; Game designer [[Sheri Graner Ray]] believed the game to challenge &amp;quot;[[damsel in distress]]&amp;quot; stereotypes through its inclusion of female protagonists.&amp;lt;ref name=&amp;quot;graner&amp;quot;&amp;gt;{{cite book |first=Sheri |last=Graner Ray |author-link=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}}&amp;lt;/ref&amp;gt; Conversely, writer [[Mark Dery]] argued that the goal of rescuing a kidnapped cheerleader reinforced negative [[gender role]]s.&amp;lt;ref&amp;gt;{{cite book |title=Flame Wars: The Discourse of Cyberculture |first=Mark |last=Déry |author-link=Mark Dery |publisher=[[Duke University Press]] |location=[[Durham, NC]] |year=1994 |chapter=[[Anne Balsamo]] |page=[https://archive.org/details/flamewarsdiscour00dery/page/152 152] |isbn=978-0-8223-1540-7 |url=https://archive.org/details/flamewarsdiscour00dery/page/152}}&amp;lt;/ref&amp;gt; The Lucasfilm team built on their experiences from &#039;&#039;Maniac Mansion&#039;&#039; and became increasingly ambitious in subsequent titles.&amp;lt;ref name=&amp;quot;ClassicIntro&amp;quot;/&amp;gt; Gilbert admitted to making mistakes—such as the inclusion of [[no-win situation]]s—in &#039;&#039;Maniac Mansion&#039;&#039;, 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)|&#039;&#039;Monkey Island&#039;&#039; series]].&amp;lt;ref name=&amp;quot;GamesTm-Retro&amp;quot;/&amp;gt; Because of &#039;&#039;Maniac Mansion&#039;&#039;{{&#039;}}s imperfections, Gilbert considers it his favorite among the games he made.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to writers Mike and Sandie Morrison, Lucasfilm Games became &amp;quot;serious competition&amp;quot; in the adventure genre after the release of &#039;&#039;Maniac Mansion&#039;&#039;.&amp;lt;ref&amp;gt;{{cite book |title=The Magic of Interactive Entertainment |url=https://archive.org/details/magicofinteracti0000morr |url-access=registration |publisher=[[SAMS Publishing]] |location=[[Indianapolis, IN]] |first1=Mike |last1=Morrison |first2=Sandie |last2=Morrison |chapter=The History of Interactive Entertainment |date=October 1994 |page=[https://archive.org/details/magicofinteracti0000morr/page/48 48] |isbn=978-0-672-30590-0}}&amp;lt;/ref&amp;gt; The game&#039;s success solidified Lucasfilm as one of the leading producers of adventure games:&amp;lt;ref name=&amp;quot;GamesTm-Retro&amp;quot;/&amp;gt; authors Rusel DeMaria and Johnny Wilson described it as a &amp;quot;landmark title&amp;quot; for the company. In their view, &#039;&#039;Maniac Mansion&#039;&#039;—along with &#039;&#039;[[Space Quest I|Space Quest: The Sarien Encounter]]&#039;&#039; and &#039;&#039;[[Leisure Suit Larry in the Land of the Lounge Lizards]]&#039;&#039;—inaugurated a &amp;quot;new era of humor-based adventure games&amp;quot;.&amp;lt;ref&amp;gt;{{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}}&amp;lt;/ref&amp;gt; This belief was shared by Reed, who wrote that &#039;&#039;Maniac Mansion&#039;&#039; &amp;quot;set in motion a captivating chapter in the history of gaming&amp;quot; that encompassed wit, invention, and style.&amp;lt;ref name=&amp;quot;EuroGamer&amp;quot;/&amp;gt; The SCUMM engine was reused by Lucasfilm in eleven later titles;&amp;lt;ref name=&amp;quot;GamesTm-Retro&amp;quot;/&amp;gt; improvements were made to its code with each game.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt; Over time, rival adventure game developers adopted this paradigm in their own software. &#039;&#039;GamesTM&#039;&#039; attributed the change to a desire to streamline production and create enjoyable games.&amp;lt;ref name=&amp;quot;GamesTm-Retro&amp;quot;/&amp;gt; Following his 1992 departure from LucasArts—a conglomeration of Lucasfilm Games, [[Industrial Light &amp;amp; Magic|ILM]] and [[Skywalker Sound]] formed in 1990—Gilbert used SCUMM to create adventure games and &#039;&#039;[[Backyard Sports series|Backyard Sports]]&#039;&#039; titles for [[Humongous Entertainment]].&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt;&amp;lt;ref&amp;gt;{{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 |access-date=April 22, 2010 |archive-url=https://web.archive.org/web/20120813202111/http://www.edge-online.com/features/short-history-lucasarts |archive-date=August 13, 2012}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 2011, Richard Cobbett summarized &#039;&#039;Maniac Mansion&#039;&#039; as &amp;quot;one of the most intricate and important adventure games ever made&amp;quot;.&amp;lt;ref name=&amp;quot;Cobbett&amp;quot;&amp;gt;{{cite magazine|last=Cobbett |first=Richard |title=Saturday Crapshoot – &#039;&#039;Maniac Mansion&#039;&#039; (TV) |magazine=[[PC Gamer]] |date=July 23, 2011 |access-date=August 22, 2015 |url=http://www.pcgamer.com/saturday-crapshoot-maniac-mansion-tv/ |url-status=live |archive-url=https://web.archive.org/web/20151004030840/http://www.pcgamer.com/saturday-crapshoot-maniac-mansion-tv/ |archive-date=October 4, 2015}}&amp;lt;/ref&amp;gt; &#039;&#039;[[Retro Gamer]]&#039;&#039; ranked it as one of the ten best Commodore 64 games in 2006,&amp;lt;ref&amp;gt;{{cite journal |title=Commodore 64 – Perfect Ten Games |journal=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=30 |date=October 12, 2006 |page=25 |issn=1742-3155 |oclc=489477015}}&amp;lt;/ref&amp;gt; and &#039;&#039;[[IGN]]&#039;&#039; later named it one of the ten best [[LucasArts adventure games]].&amp;lt;ref&amp;gt;{{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 |access-date=August 21, 2015 |url-status=live |archive-url=https://web.archive.org/web/20151009044904/http://www.ign.com/articles/2009/11/17/top-10-lucasarts-adventure-games-2 |archive-date=October 9, 2015}}&amp;lt;/ref&amp;gt; Seven years after the NES version&#039;s debut, &#039;&#039;Nintendo Power&#039;&#039; named it the 61st best game ever.&amp;lt;ref name=&amp;quot;NP-100&amp;quot;&amp;gt;{{cite magazine |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}}&amp;lt;/ref&amp;gt; The publication dubbed it the 16th best NES title in 2008. The game&#039;s uniqueness and clever writing were praised by &#039;&#039;Nintendo Power&#039;&#039;:&amp;lt;ref&amp;gt;{{cite magazine |date=August 2008 |title=&#039;&#039;Nintendo Power&#039;&#039; – The 20th Anniversary Issue! |magazine=Nintendo Power |issue=231 |page=71 |publisher=[[Future US]] |location=[[San Francisco, California]] |issn=1041-9551 |oclc=18893582}}&amp;lt;/ref&amp;gt; in 2010, the magazine&#039;s Chris Hoffman stated that the game is &amp;quot;unlike anything else out there — a point-and-click adventure with an awesome sense of humor and multiple solutions to almost every puzzle&amp;quot;.&amp;lt;ref name=&amp;quot;NP-260&amp;quot;&amp;gt;{{cite magazine |last=Hoffman |first=Chris |title=&#039;&#039;Maniac Mansion&#039;&#039; |magazine=Nintendo Power |publisher=Future US |location=San Francisco, CA |issue=260 |date=November 2010 |page=55 |issn=1041-9551 |oclc=18893582}}&amp;lt;/ref&amp;gt; In its retrospective coverage, &#039;&#039;Nintendo Power&#039;&#039; several times noted the ability to microwave a hamster,&amp;lt;ref name=&amp;quot;NP-100&amp;quot;/&amp;gt; which the staff considered to be an iconic scene.&amp;lt;ref name=&amp;quot;NP-260&amp;quot;/&amp;gt; In March 2012, &#039;&#039;[[Retro Gamer]]&#039;&#039; listed the hamster incident as one of the &amp;quot;100 Classic Gaming Moments&amp;quot;.&amp;lt;ref&amp;gt;{{cite journal |title=100 Classic Gaming Moments |journal=Retro Gamer |publisher=Imagine Publishing |location=Bournemouth |issue=100 |date=March 2012 |page=66 |issn=1742-3155 |oclc=489477015}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maniac Mansion&#039;&#039; 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.&amp;lt;ref name=&amp;quot;GDC-Post&amp;quot;/&amp;gt; German fan Sascha Borisow created a [[fan game]] remake, titled &#039;&#039;Maniac Mansion Deluxe&#039;&#039;, 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.&amp;lt;ref&amp;gt;{{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 | access-date = April 12, 2011 | page = 8 | issn = 1933-6160 | oclc = 71652861 | archive-url = https://web.archive.org/web/20110705173910/http://www.1up.com/features/101-free-games_2 | archive-date = July 5, 2011 | url-status = dead | df = mdy-all}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite magazine|url=http://archive.wired.com/gaming/gamingreviews/news/2004/12/66109 |title=Maniacs Make a Modern Mansion |magazine=[[Wired.com]] |publisher=[[Condé Nast]] |first=Jacob |last=Ogles |date=December 23, 2004 |access-date=April 12, 2011 |url-status=live |archive-url=https://web.archive.org/web/20150104034943/http://archive.wired.com/gaming/gamingreviews/news/2004/12/66109 |archive-date=January 4, 2015}}&amp;lt;/ref&amp;gt; By the end of 2004, the remake had over 200,000 downloads.&amp;lt;ref name=&amp;quot;GrumpyMarket&amp;quot;&amp;gt;{{cite web | url = http://grumpygamer.com/economics_of_an_adventure_game_in_2004 | title = The Economics of a 2D Adventure in Today&#039;s Market | publisher = Grumpy Gamer | first = Ron | last = Gilbert | date = October 19, 2004 | access-date = August 23, 2015 | archive-url=https://web.archive.org/web/20150815163232/http://grumpygamer.com/economics_of_an_adventure_game_in_2004 | archive-date=August 15, 2015 | url-status=live}}&amp;lt;/ref&amp;gt; A remake with [[3D computer graphics|three-dimensional graphics]] called &#039;&#039;Meteor Mess&#039;&#039; was created by the German developer Vampyr Games,&amp;lt;ref&amp;gt;{{cite web|url=http://www.gamesetwatch.com/2009/11/maniac_mansion_3d_remake_nearl.php |title=&#039;&#039;Maniac Mansion&#039;&#039; 3D Remake &#039;Nearly Complete&#039; |publisher=GameSetWatch |first=Eric |last=Caoili |date=November 24, 2009 |access-date=April 12, 2011 |url-status=live |archive-url=https://web.archive.org/web/20120128064456/http://www.gamesetwatch.com/2009/11/maniac_mansion_3d_remake_nearl.php |archive-date=January 28, 2012}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite magazine | url = http://www.gamepro.com/article/news/213830/german-developers-remaking-maniac-mansion-as-meteor-mess-3d/ | title = German developers remaking &#039;&#039;Maniac Mansion&#039;&#039; as &#039;&#039;Meteor Mess 3D&#039;&#039; | magazine = GamePro | first = Dave | last = Rudden | date = February 2, 2010 | access-date = April 12, 2011 | archive-url=https://web.archive.org/web/20100209060534/http://www.gamepro.com/article/news/213830/german-developers-remaking-maniac-mansion-as-meteor-mess-3d/ | archive-date=2010-02-09}}&amp;lt;/ref&amp;gt; and, as of 2011, another group in Germany produced one with art direction similar to that of &#039;&#039;Day of the Tentacle&#039;&#039;.&amp;lt;ref&amp;gt;{{cite web|last=Plunkett |first=Luke |title=Holy Shit, Somebody is Remaking &#039;&#039;Maniac Mansion&#039;&#039; |publisher=[[Kotaku]] |date=May 26, 2011 |access-date=July 18, 2011 |url=http://kotaku.com/5805767/holy-shit-somebody-is-remaking-maniac-mansion |url-status=live |archive-url=https://web.archive.org/web/20110704140807/http://kotaku.com/5805767/holy-shit-somebody-is-remaking-maniac-mansion |archive-date=July 4, 2011}}&amp;lt;/ref&amp;gt; Fans have created an [[Episodic video game|episodic series of games]] based on &#039;&#039;Maniac Mansion&#039;&#039;.&amp;lt;ref&amp;gt;{{cite web |url=http://www.1up.com/do/feature?pager.offset=1&amp;amp;cId=3165201 |title=101 Free Games 2008 |website=1UP.com |first1=Darren |last1=Gladstone |first2=Scott |last2=Sharkey |date=January 14, 2008 |access-date=April 12, 2011 |archive-url=https://web.archive.org/web/20150604024106/http://www.1up.com/do/feature?pager.offset=1&amp;amp;cId=3165201 |archive-date=June 4, 2015 |url-status=dead}}&amp;lt;/ref&amp;gt; Gilbert has said that he would like to see an official remake, similar in its graphics and gameplay to &#039;&#039;The Secret of Monkey Island: Special Edition&#039;&#039; and &#039;&#039;Monkey Island 2 Special Edition: LeChuck&#039;s Revenge&#039;&#039;. He also expressed doubts about its potential quality, in light of [[George Lucas]]&#039;s enhanced remakes of the original &#039;&#039;[[Star Wars]]&#039;&#039; trilogy.&amp;lt;ref&amp;gt;{{cite web|last=Dutton |first=Fred |title=Gilbert would &amp;quot;love&amp;quot; new &#039;&#039;Maniac Mansion&#039;&#039; |work=[[Eurogamer]] |date=March 4, 2011 |access-date=August 8, 2011 |url=http://www.eurogamer.net/articles/2011-03-04-gilbert-would-love-new-maniac-mansion |url-status=live |archive-url=https://web.archive.org/web/20110821132600/http://www.eurogamer.net/articles/2011-03-04-gilbert-would-love-new-maniac-mansion |archive-date=August 21, 2011}}&amp;lt;/ref&amp;gt; In December 2017, [[Disney]], which gained rights to the LucasArts games following its acquisition of Lucasfilm, published &#039;&#039;Maniac Mansion&#039;&#039; running atop the [[ScummVM]] virtual machine to various digital storefronts.&amp;lt;ref name=&amp;quot;pcgamer history 2017&amp;quot;&amp;gt;{{cite web | url = http://www.pcgamer.com/how-scummvm-is-keeping-adventure-games-alive-one-old-game-at-a-time/ | title = How ScummVM is keeping adventure games alive, one old game at a time | first = Richard | last = Cobbett | date = December 22, 2017 | access-date = December 28, 2017 | work = [[PC Gamer]] | archive-url = https://web.archive.org/web/20171228014455/http://www.pcgamer.com/how-scummvm-is-keeping-adventure-games-alive-one-old-game-at-a-time/ | archive-date = 2017-12-28 | url-status = live}}&amp;lt;/ref&amp;gt; Physical re-releases of the NES and PC versions are scheduled for release by [[Limited Run Games]].&amp;lt;ref&amp;gt;{{cite web |last1=Yarwood |first1=Jack |title=Maniac Mansion Getting Physical Rereleases For PC &amp;amp; NES |url=https://www.timeextension.com/news/2023/02/maniac-mansion-getting-physical-rereleases-for-pc-and-nes |website=Time Extension |publisher=Hookshot Media |access-date=9 February 2023 |date=8 February 2023}}&amp;lt;/ref&amp;gt; A musical that parodied the main arc of the video game, &#039;&#039;Mansión Maniática, Pablo Flores Torres&#039;&#039; was released in Argentina in 2023.&amp;lt;ref&amp;gt;{{cite web | url = https://www.lanacion.com.ar/espectaculos/teatro/gamers-mansion-maniatica-la-parodia-musical-de-un-famoso-videojuego-de-los-anos-80-nid14032023/ | title = Gamers. Mansión Maniática: la parodia musical de un famoso videojuego de los años 80 | trans-title = Gamers. Maniac Mansion: the musical parody of a famous video game from the 80s | last = Rovaletti | first = Julieta | date = 2023-03-14 | publisher = [[La Nación]] | access-date = 2023-05-08 | language = es}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist|30em}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* {{Internet Archive game|msdos_Maniac_Mansion_1987}}&lt;br /&gt;
* [https://c64online.com/c64-games/8073/ Maniac Mansion C64GamesOnline]&lt;br /&gt;
* [https://web.archive.org/web/20160926214025/http://www.classicgaming.cc/pc/maniac-mansion/ &#039;&#039;Maniac Mansion&#039;&#039;] at Classicgaming.cc&lt;br /&gt;
* [https://web.archive.org/web/20120601164220/http://www.c64-wiki.com/index.php/Maniac_Mansion &#039;&#039;Maniac Mansion&#039;&#039; at c64-wiki.com]&lt;br /&gt;
* [https://www.c64sets.com/set.html?id=84 Images of &#039;&#039;Maniac Mansion&#039;&#039; box and manual] at C64Sets.com&lt;br /&gt;
* {{MobyGames|id=/maniac-mansion|name=&#039;&#039;Maniac Mansion&#039;&#039;}}&lt;br /&gt;
* {{YouTube|id=dMPsZZFH9rU|title=Official trailer for the Enhanced EGA version of &#039;&#039;Maniac Mansion&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{LucasArts adventure games}}&lt;br /&gt;
{{Authority control}}&lt;br /&gt;
&lt;br /&gt;
[[Category:1987 video games]]&lt;br /&gt;
[[Category:Adventure games]]&lt;br /&gt;
[[Category:Amiga games]]&lt;br /&gt;
[[Category:Fiction about animal cruelty]]&lt;br /&gt;
[[Category:Apple II games]]&lt;br /&gt;
[[Category:Atari ST games]]&lt;br /&gt;
[[Category:Commodore 64 games]]&lt;br /&gt;
[[Category:DOS games]]&lt;br /&gt;
[[Category:Science fiction video games]]&lt;br /&gt;
[[Category:Horror video games]]&lt;br /&gt;
[[Category:Video games about impact events]]&lt;br /&gt;
[[Category:Jaleco games]]&lt;br /&gt;
[[Category:LucasArts games]]&lt;br /&gt;
[[Category:LucasArts franchises]]&lt;br /&gt;
[[Category:Nintendo Entertainment System games]]&lt;br /&gt;
[[Category:Parody video games]]&lt;br /&gt;
[[Category:Point-and-click adventure games]]&lt;br /&gt;
[[Category:Realtime Associates games]]&lt;br /&gt;
[[Category:ScummVM-supported games]]&lt;br /&gt;
[[Category:SCUMM games]]&lt;br /&gt;
[[Category:Video games scored by George Sanger]]&lt;br /&gt;
[[Category:Video games developed in the United States]]&lt;br /&gt;
[[Category:Video games featuring female protagonists]]&lt;br /&gt;
[[Category:Video games adapted into television shows]]&lt;br /&gt;
[[Category:Video games scored by Tsukasa Tawada]]&lt;br /&gt;
[[Category:Video games set in country houses]]&lt;br /&gt;
[[Category:Single-player video games]]&lt;br /&gt;
[[Category:Censored video games]]&lt;/div&gt;</summary>
		<author><name>2600:1700:E5D0:A9A0:706A:5D41:7468:5B4C</name></author>
	</entry>
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