I’m going to slightly spoil a puzzle here: specifically, revealing the arcane process of opening an envelope. In the course of trying to rescue his girlfriend from an evil scientist’s mansion, our hero Dave discovers a hidden envelope with something mysterious inside. Tearing it open to discover its contents, Dave unknowingly kills his girlfriend. The end. Turns out, depending on which two friends were selected to tag along at the start, carelessly tearing open this envelope can quietly leave you with no way to finish. The goal is to open it gingerly enough to be intact for future use, so try to imagine how this might be accomplished. Maybe there could be a letter opener somewhere, or only certain characters are careful enough, or maybe recovering it after giving it to the intended recipient would work… but none of these are correct, and the real answer is to microwave it. It loosens up the glue, opening up the envelope safely. However, I lied, that’s not the real answer, which is to microwave it with a jar full of water next to it to ensure the humidity remains high enough to loosen the glue without burning.

Singling out a puzzle like this is usually to demonstrate some ludicrous moon logic, but Maniac Mansion almost runs too far in the opposite direction. It requires normal Earth logic in such oddly specific ways that it’s almost equally opaque, but that’s sorta why I love it. It’s not like you’re in a realm of magic and fairy tales that builds off references and genre assumptions, the most difficult solutions actually require fairly mundane reasoning to solve. The house is just a small, singular location, so it’s easy to find all your tools quickly, and start theorizing the uses for each character. It’s common to come across a new item and think “Ah, if I get stuck, I can bring this other character next time and try that” and slowly learn the extent of the possibilities. That’s why the aforementioned softlocks are so heartbreaking, since they’re the only factor that prevent this from being a perfect genre entry point. It gets even more complicated when considering the version differences, like how ruining the envelope was considered too brutal to include in the NES port, and was removed. However, the interface doesn’t work well with a controller and many details were censored, so there’s no way around some awkwardness. If you’re coming into it cold, I would recommend playing the 1989 PC version and including Bernard in your trio, since he’s accepted as contributing to the smoothest route and doesn’t require any envelope microwaving. And really, I do recommend it in spite of the issues; I think its concept for a small-scale but layered adventure game is one that still holds a lot of promise. I would love to try some indie games that put their unique spin on the idea, at least in a way that doesn’t involve me despondently sitting in front of a microwave any more than I already do.

Reviewed on Jul 10, 2021


2 Comments


2 years ago

Spoiler alert: Opening the envelope with the microwave and the jar of water is essential only in the case you want to finish the game with the specific special actions that can be done by Syd, Razor, and Wendy. In the case of the first two, you'll need this to send the demo and win a record label deal for the Green Tentacle. In the case of Wendy, you'll need this to send the meteor's manuscript and win a publisher deal for him. But even if you tear the envelope with one of this characters, there are still ways to finish the game. There is a way to fight the meteor without even having Bernard in the team. And as for the Purple Tentacle (The other obstacle before the Meteor) i've noticed three ways of dealing with him: The easiest would be using Bernard to call the space police; but you can also befriend the Green Tentacle (for which you'll need Syd or Razor, and not tearing up the envelope); and there is also another way, which is using Michael to befriend Weird Ed.

End of spoiler.

Actually the only advise i would give is to not pick Jeff in your team: He's the only character that apparently has no special habilities at all. Also, i love how you described the puzzles: Not really moon logic, but actually regular logic applied in such a specific manner that is almost absurd. I can't really think of another game who takes such an approach to puzzles, an i think that, combined with so many posibilities given the combination of characters, made Maniac Mansion a game with one of the best puzzle desgin out of the classic point n' click era. See, when you solve a puzzle on a game like Myst (Another game i love) you'll obviously feel a lof of satisfaction, but when it comes to a Lucasarts game, you'll also laugh at how funny they were. And Maniac Mansion is the only game who does this without using moon logic, so when you solve a puzzle here, you won't really feel like the puzzle was badly designed, or like the game is making fun of you.

2 years ago

Yep, avoiding spoilers as much as I can, let's just say my selection of characters made that envelope the biggest roadblock it could possibly be. Since the chance of selecting that kind of setup is only ~1/5 (3 divided by 6 choose 2 I think?), I felt ok revealing it outside of its complete context. This game really is unique and charming, so I hope the little sample of its weirdness will inspire people to try it out, and be ready for a couple retries and experimentation. Like you said, there's something about grounded challenges like these that make you feel genuinely clever, and that's always a great experience.