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Maniac Mansion: Day of the Tentacle

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Title Screen

Maniac Mansion: Day of the Tentacle

Developer: LucasArts
Publisher: LucasArts
Platforms: DOS, Mac OS Classic
Released in US: June 1993


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
PiracyIcon.png This game has anti-piracy features.


NotesIcon.png This game has a notes page
ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

Maniac Mansion: Day of the Tentacle is a comedic point-and-click adventure. As the title suggests, it's a sequel to the original Maniac Mansion, which is fully playable here as an in-game bonus.

Subpages

Read about prototype versions of this game that have been released or dumped.
Prototypes
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes


Dottdiamond.png
Unused Graphics
A whole bunch of graphics that ended up unused.
Dott icon unuseddialogue.png
Unused Dialogue
Lots of dialogue that ended up on the cutting room floor, so to speak.
Dott icon unusedmusic.png
Unused Music
Many extended pieces of music, and even a few unused tracks.
Dott textbook true.png
Unused Text
All sorts of text you'd never normally see.
Dott icon unusedscripts.png
Unused Scripts
Some unused or partially unused scripts present in the game.

Debug Mode

After booting up the game, enter swordfish on the keyboard. Then, press Ctrl and D together. Alternatively, some of these work in ScummVM by adding -d0 to the startup parameters. At any time during gameplay, press one of the following keys/key combinations:

Key(s) Action
Ctrl + E Examine/Change a SCUMM variable. First specify the variable, then the value.
Ctrl + F Fast mode.
Ctrl + G Go to a room. First specify the room, then the X Position.
Ctrl + O Pick up an object. First specify the object number, then the room.
Ctrl + L Enter in a Boot Parameter. (a list of valid Boot Parameters can be found here)
Shift + S or F3 Stop music.
Shift + R Restarts music.
Shift + B Give the textbook and disappearing ink items to the current character.
Shift + C Activate Laverne's tentacle costume (doesn't fully take effect until next time you change room).
Alt Hold for fast mode.
D Ambience debugging on/off. (if running through ScummVM the output of this can be seen in the console)
R Faces the current character to the left or the right (alternates).
B Faces the current character forwards.
F Faces the current character backwards.
I Ignore boxes. This command lets you walk anywhere on the screen, draws you in front of everything and stops your character from changing scale. This can't be disabled by pressing it again, but some in-game actions will disable it for you (such as going up/down a chimney)
M Displays "Live Midi On :-)" or "Live Midi Off :-(" (alternates). (if running through ScummVM, the program crashes)
7 Cycles through the current character's speech color. (forwards)
8 Cycles through the current character's speech color. (backwards)
0 Display every room, in sequence, and pan from far left to far right. Press Esc to skip to the next room. It can't be interrupted once it's started and crashes in certain rooms if they haven't already been visited. It automatically stops just before room 60 (which is a dummy room which stores the Player's Inventory).
F1 Should print either "Molasses machine.", "Street legal machine." or "Trans-warp drive machine." to the screen, but it doesn't work because F1 is already bound to open the game menu* (if running through ScummVM, it works)

*Opening tentacle.001 in a hex editor and changing the value at 0x85B841 from 52 to 54 re-binds the key to F3, which will let it work without having to use ScummVM

F9 Plays the current character's low pickup animation.
F10 Plays the current character's mid pickup animation.
F11 Plays the current character's high pickup animation.


(Source: Endy/Ender, bgbennyboy)

Unused Inventory Item

Human Chart

The Human Chart seen on the wall in Doctor Tentacle's Office could originally be picked up, as seen in some prerelease material. You can load into a state where Laverne has the Human Chart in her inventory by using Boot Parameter 333 (see Debug Mode). It cannot be flushed to other characters and no longer has an icon. It has the exact same dialogue as it does when it's attached to the wall when the player interacts with it.

Fascinating.

Unused Story

Laverne Doesn't Get Stuck In The Tree

As mentioned in prerelease material, Laverne would originally have become playable earlier on, possibly at the same time as Hoagie. Chopping down the cherry tree would still have freed the Chron-O-John from the tree, but Laverne wouldn't be in the tree at this time.

Unused Dialogue

If you regain control of Laverne before you cut the tree down in the past (this is possible using Boot Parameters to pick up the Battery Plans out of sequence, see Debug Mode), Laverne has some unique dialogue for interacting with the Chron-O-John while it's in this state.

Offset Character Subtitle Dialogue
0x0D6CC22D Laverne The Chron-O-John's stuck in this stupid tree.
0x0D7534ED Laverne It's too high. I can't reach it.
0x0D6DED2F Laverne It's WAY too high for me to reach.

Unused Text

While your game is in this state you can see that the tree was originally meant to have the name "four-hundred-year-old kumquat tree". In the final game this goes unseen as removing the tree from existence is what causes Laverne to become a playable character in the first place.

Very verbose

In this same state you can see some unused text on the Chron-O-John: It's capitalized as "chron-o-john" here, but capitalized as "Chron-O-John" in every other instance.

I mean fair enough, this text is never meant to be seen

Unused Animation

Laverne also has an unused alternative animation for falling out of her Chron-O-John, where she plummets straight into the ground rather than getting stuck on a tree branch.

The used animations are shown with the unused one here, for comparison's sake.

Animation Description
Dott laverne getstuckintree.gif Laverne falls out of the Chron-O-John and gets stuck in tree (used)
Dott laverne finalfallfromtree.gif Laverne falls out of the tree into the ground (used)
Dott laverne earlyfallfromtree.gif Laverne falls out of the Chron-O-John straight into the ground (unused)

Easter Eggs

There are some easter eggs that don't appear to be documented anywhere else.

Video Description
Whenever you Push or Pull the Portrait of "the Late Max Attucks" (an easter egg in and of itself), there is a 1 in 100 chance Hoagie will laugh after he says the line "He's hung well the way he is."
Press the Bell in the Lobby 100 times to hear Weird Ed scream.
Whenever you Push, Pull or Pick Up the Posts in the Seventies Room, there is a 1 in 100 chance Laverne will say "No, that was a different game." instead of the usual line. (The reference here is to LucasArts' previous adventure game Indiana Jones and the Last Crusade, where a metal post and the red cordon attached to it are both inventory items.)

Credits

Day of the Tentacle (Mac OS Classic) - About, unused.png

This text-only credit screen exists in the Mac resource fork, but an illustrated one using the game's fonts and color scheme is used instead. Two changes were made to the above roster:

  • The credit for "Carol, Sunny & Rich" was expanded to "Sunny, Carol and Rich at The Lab".
  • John Drake was added to the testers, who are listed alphabetically by first name.

Version Differences

Floppy Disk Version

In the floppy disk version, the speech and subtitles style dialogue is only present up until the moment the first Chron-O-John cutscene is over. The rest of the game is subtitles only. The dialogue that is present is much more heavily compressed. Here's an example from one of the first cutscenes:

Floppy (8333 Hz) CD (22222 Hz)

This version of the game also includes copy protection, whick kicks in during the cutscene where Bernard picks up the Battery Plans. When Dr. Fred looks at the Plans, it cuts to the Super Battery Plans screen and you have to adjust the oil/vinegar levels and add/remove croutons to match the numbers shown in the manual. This is still technically present (and even fully voiced!) in the CD version and can be accessed in ScummVM by running Script 203 while looking at the Battery Plans (Room 65).

This version identifies itself as "Day of the Tentacle Version 1.5" when you press Ctrl-V. The CD version identifies itself as "Day of the Tentacle Version CD 1.6".

Macintosh Version

In the Macintosh version, Maniac Mansion is accessed by using Weird Ed's Computer five times in a row, instead of once.

Programmer Aaron Giles explains, "Since Maniac Mansion had never been ported to the Mac before, and since we were on a fairly tight schedule for Day of the Tentacle and wanted to concentrate our testing on the primary game, we compromised by still including it, but making it a bit more of an easter egg than it was in the DOS version."

(Source: comp.sys.mac.games FAQ)