Raiders of the Lost Ark hit the big screen in 1981, making 2011 the 30
th anniversary of its release. Given
my recent discussion of Captain America: The First Avenger, in which I noted references made therein to the
Indiana Jones movies, and my fondness for retro video games, it seemed only fitting to spend some time playing and discussing the video games inspired by
Raiders of the Lost Ark.
But I can't.
To say I was green with envy would be an understatement.
Flash-forward almost thirty years and I finally got to play
Raiders of the Lost Ark and I was more than a little bit underwhelmed. There were many factors that contributed to my feeling of disappointment but the first one that comes to mind is that the game features an “arbitrary puzzle”, or a puzzle which can not be solved using only clues provided within the game. The second was how the game would change from a top-down to a horizontal perspective when you entered the mesas, as you will fall when this happens, presaging, perhaps, the frustration experienced by many who played another
Howard Scott Warshaw game for the
Atari 2600:
E.T. the Extra-Terrestrial.
E.T. after he's fallen in a hole – something which happened a lot in E.T. the Extra-Terrestrial and something which happened to Indiana Jones a lot (the falling part, at least) when I played Raiders of the Lost Ark
To make matters worse, the graphics in
Raiders of the Lost Ark are, to put it politely, quite interesting, requiring either a great deal of visual interpretation in order to decipher the function of the sundry objects that populate the game world, or a thorough reading of the manual (and even then, you would probably want to keep the manual on hand as a
Rosetta Stone).
My lamenting the deplorable graphics in
Raiders of the Lost Ark is somewhat damning since I don't usually pay much attention to graphics at all; to give you an idea of how unimportant graphics are to me, let me say that some of my favorite games are
roguelikes and
text adventures. However, I do require that, at the very minimum, the graphics in a game serve their intended purpose of helping the player identify the various objects in the game world with which they are supposed to interact.
People may mock the graphics in
Warren Robinett's
Adventure, but the representations used in that game were either easily identified or quickly learned and remembered.
Compounding the problem of its “interesting” graphics is the fact that
Raiders of the Lost Ark is a more complex game than
Adventure, containing many more objects for the player, as
Indiana Jones (who, by the way, is charmingly rendered, complete with signature
fedora), to interact with, which makes the identification of said objects of paramount importance. With the exception of
Indy, it's pretty difficult to make out what the various game objects are supposed to be and some of them resemble each other enough to making learning and remembering their
hieroglyphics somewhat time-consuming.
Indiana Jones in the Marketplace – unless you're willing to constantly refer to the game manual, you'd be hard-pressed to identify the objects on the screen
Given how I longed to play
Raiders of the Lost Ark when I was a kid, imagine how I felt when I discovered that I had waited over twenty years to play a game that sucked!
Now, I wouldn't say that my childhood got raped when I played
Raiders of the Lost Ark for the first time; if I had to categorize the experience, I would have to say that my childhood got flashed, which, while bad, wasn't like the mind-searing experience of
the time my childhood did get raped.
Frankly, I think a better
Raiders of the Lost Ark game could have been designed by simply taking
Adventure and modifying the graphics; just change the Enchanted Chalice to the
Ark of the Covenant and Yorgle, Grundle and Rhindle to, say, a snake (gotta have snakes in an
Indiana Jones game),
Major Arnold Ernst Toht and
the big guy with the scimitar that
Indy shot to the delight of audiences everywhere; the magic sword could be changed into either a bullwhip or a pistol, the Golden Castle to
Katanga's ship and the kleptomaniacal bat to the monkey that narced on
Marion to the Nazis. Just put a
fedora on the square representing your character and you're set. I know, this is somewhat lame but even after factoring in the lameness inherent in re-skinning a pre-existing game and releasing it as an ostensibly new game, such a game would have been more fun and less frustrating than
Raiders of the Lost Ark.
There isn't a whole lot of difference between a giant boulder...
...and a rolling log
Well, such a game exists, although not on the
Atari 2600. This game of which I speak is
Em Busca dos Tesouros, or
Treasure Hunter in English, which was released for the
ZX81 back in 1986.
Treasure Hunter was designed by Tadeu Curinga da Silva, who was a teenager at the time, and it's basically
Pitfall! ported to the
ZX81 except the game features these strange enemies (who, alas, can not be punched, only evaded) which resemble the eponymous Sneakers in
Mark Turmell's classic horizontal shooter for the
Apple II,
Sneakers, and the same Sneakers in
Mark Turmell's
Fast Eddie for the
Atari 2600.
I'm not sure what this guy is supposed to be...
...but he looks a lot like these guys...
Sneakers menacing the player in Mark Turmell's Sneakers
Sneakers menacing the player in Mark Turmell's Fast Eddie
So close, yet so far!
If only that villain looked less like a Sneaker and more like a
Nazi!
Oh, well, you can't always get what you want.
So far, so good.
Your obstacles are snakes, bottomless pits...
(Awesome)
Frankly, I think that one can plot a sort of
Laffer curve with the amount of “fun” one can have playing a variant of
Hunt the Wumpus plotted as a function of the number of rooms in such a variant.
Laffer curve showing government revenue as a function of tax rate - it could just as easily be a plot of "fun" versus the number of rooms in a Hunt the Wumpus variant
I don't know where the plot of fun versus rooms maxes out in this hypothetical
Laffer curve but judging from the dreary time I had playing this game, I'm pretty sure 100 rooms lies far to the right of this maximum. Whereas mapping out a cave network of twenty rooms was fun, doing the same thing with a 100-room network was just tedious.
In addition to the problem of having too many rooms, there are also gameplay issues resulting from moving
mummies similar to what I ran into when I initially set about designing
Wumpus Plus; in
Robbers of the Lost Tomb, you can increase the difficulty of the game by permitting the
mummies to move; unfortunately, since you can detect
mummies from only one room away, it's possible to end up in a room with a
mummy (a usually fatal experience) without having received any clues to help you avoid this outcome, which results in your fate being entirely in the hands of
Lady Fortune, something which makes for a very
unsatisfying gaming experience.
The game is set in a tomb of five levels, each of which contains 20 rooms. You will be notified when you are one room away from pits, snakes, ghosts and
mummies.
You're armed with a certain number of knives that you can throw at snakes and
mummies if they're occupying the same room as you; you can also throw a knife at a
mummy that's in an adjacent room.
Pits send you down to the level below but if you're on the 5
th level, they'll kill you instead. Snakes will kill you if you don't kill them first with a thrown knife; however, more than one snake can occupy a room so it's probably best to try to avoid them altogether since entering a room containing more than one snake spells certain death. Ghosts will carry you off to a random room like the super bats in
Hunt the Wumpus.
Mummies will almost always kill you when you run into them but sometimes, you'll survive ending up in the same room with them, which will give you a chance to kill them with a thrown knife.
In addition to the hazards mentioned above, rooms can also contain ladders, which can be used to climb up or down one level, a magical blue ruby, which will instantly kill all
mummies that are in the same room as you, and the sacred tablets for which you are searching.
Once you find all four tablets, you will need to return to the room where you started the game in order to win.
“M” and “T” are used to move from one room to another and to throw knives, respectively. To climb up or down a ladder, press “M” and then when asked for your destination room, enter “LU”, to go up the ladder, or “LD” to go down.
Have “fun”.
But don't say I didn't warn you.
During the course of playing
Treasure Hunter on my Linux machine, I discovered that vb81, the
ZX81 emulator that I had mentioned in
my discussion of 3D Monster Maze, wasn't up to the task because it could not seem to handle more than one keyboard input at a time and in order to jump horizontally (as opposed to straight up), something which is crucial for leaping heroically a la
Indiana Jones over deadly chasms, the computer (or in this case, the emulated computer) will need to be able to process two keyboard inputs (corresponding to a direction, i.e. left or right, and jump) simultaneously. Fortunately, I had stumbled upon
XTender128 which can be run in Linux using
DOSBox; however, you may need to play around with your
DOSBox speed settings as I found that
Treasure Hunter ran a little bit too fast on my netbook.
Truth be told, I had stopped using vb81 as my emulator of choice on my Linux system since it introduced some graphical glitches in the excellent
Virus from
Bob's Stuff, a game which I hope to discuss in the near future. Until then, have fun sampling these games of bygone years and, heck, while you're at it, you might as well sample some movie magic from those same bygone years and fire up
Raiders of the Lost Ark (the movie) and celebrate its 30
th anniversary!