Memory Manor
Frieda Lekkerkerker
1984
1 Player
ColecoVision
ColecoVision
Board Game
Fisher-Price Learning Software
Not Rated
Images



Description
Wee Willie is a window washer at an apartment who wants to keep his customers happy. Some of the customers welcome him and want their windows washed while others are worrisome about his wet work and would not want him washing their windows. There’s only so much water for Willie to wield in his bucket, so he must only waste it on the welcoming window wash customers. It’s also raining so Willie will have to remember who lives where. Memory Manor is a memory matching game played from a side-view perspective. Players take control of Wee Willie who can move left and right, climb ladders and choose to wash a window he is in front of. The game relies on memory, after a brief glimpse of the people in the manor the windows fog up, hiding the occupants. The player must remember which windows contain happy customers and wash their windows. Willie has a limited water supply and so must not waste washing on anyone who doesn’t want their windows washed. The game is over if Willie uses up all of his water.
Memory Manor
Overview & History
Released in 1983 by early third-party developer Xonox during the height of the classic console boom, Memory Manor stands out as a bizarre and ambitious hybrid of exploration and cognitive puzzle-solving for the ColecoVision. The storyline drops players into the tweed-clad shoes of Professor Percival, an absent-minded historian who inherits a sprawling, haunted Victorian estate. To escape the manor before midnight and claim his inheritance, Percival must navigate a labyrinth of shifting hallways while recovering his scattered historical artifacts. Unlike standard action-heavy ColecoVision titles, Xonox uniquely blended arcade tension with cerebral memory challenges, making it a distinct cult classic among collectors for its unconventional premise and eerie atmosphere.
Gameplay Features & Mechanics
The game unfolds across a multi-tiered, top-down mansion map plagued by poltergeists and moving walls. Players guide Professor Percival through temporally unstable rooms where specific items—such as antique clocks, brass keys, and dusty tomes—momentaneously flash on screen before vanishing into invisible inventory slots. The core mechanic requires players to physically memorize the precise coordinates of these objects and match them to glowing pedestals scattered across adjacent chambers. Percival possesses a limited-use "Lantern Flash" ability to temporarily illuminate hidden traps and ghost paths, but using it drains his sanity meter. Movement must be calculated and precise, as hostile Victorian specters patrol the corridors, draining Percival's life force upon contact. Success relies entirely on spatial awareness, pattern recognition, and quick navigational recall.
Keyboard Controls
- Arrow Keys / D-Pad: Move
- Action Keys: Attack / Jump
- Enter: Start / Pause
What's new
★ 2.0 / 5 · 12 votes
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