I suppose my introduction into computer gaming was somewhat different from most, as I did not have a wide array of consoles to whittle away my youthful time. Indeed, the first computer that came into my house was a proper grown up IBM 486, ah... the power. This meant that unlike more common introductions to gaming such as Pong and Alex the Kid (I'm really not that sure what was around at the time) I was only allowed the more cerebral PC games. So, as far as I can remember my first toe-dip into the now vast pool of gaming was 'Indiana Jones and the Fate of Atlantis'... and what a game it was.

You have to excuse me if I get some of my facts wrong during this article as I'm trying to recollect a game that I haven't played for over 10 years and when I did I was only about nine years-old. Luckily the game made a big impression on me and my memories seem quite fresh and have been aided by those good people at Wikipedia. There are probably quite a few people reading this article, presuming that someone is, that have never played or even heard of this game. For those of you that don't know Atlantis, as the game will be known from now on, was based on the successful SCUMM adventure game engine published by and first released in 1992. The essence of the game was good old fashioned point and click.

The story was as enthralling as any Indy movie, set just before the outbreak of the second world war, Indy stumbles onto a plot by the Nazis (all good Indy stories need to involve Nazis) to find the power source of the lost city of Atlantis. In finding the power source the Third Reich would be able to utilize the limitless power and no doubt cause endless problems. It is our mission with Dr. Jones to ensure that they do not manage to get their hands on this power source. In the quest to stop the Nazi's Indy is transported to many exotic places meeting many colourful characters, solving time consuming puzzles and no end of pointless conversations. From my memory the game was truly epic taking me months to complete and then once complete having the option of taking another path through the game via alternate means. You see, Atlantis has three set paths which you can follow, the Team path, pairing you up with Sophia Hapgood, Indy's one time flame and source of all knowledge about Atlantis. The second path is Fists taking the less intelligent approach and fighting your way through the game, at certain moments I add, it wasn't Streets of style. The final path is the Wits path taking you the more thought provoking option and walking round in frustrating circles unable to make the next move.

I suppose at first the connection was why I was drawn to the title, from the opening sequence with the lovely MIDI sounds blaring out the Indy theme tune I was taken in. I believe the tie-in helps as the developers have managed to successfully capture Indy's side remarks that made him famous. I must point out that the version I had was the original and not the subsequent voice version, not sure how this worked or would have sounded considering unlike today the original actors were not obtained for speaking parts. I must have developed a Zen-like patience when playing this game as I remember that through the course of playing you collected certain stone disks that when moved into the right combination would open doors. This was achieved through a series of trial and error attempts resulting in lots of post-it notes covering the desks with tried out combinations. I think the disks had 8, 6 and 4 symbols respectively resulting in 192 variations when used in conjunction (arghh). Progression was demarked by endless conversations trying to uncover a nugget of information and the collection of just about anything you could pick up and in most cases never use. I found myself forever becoming stuck and not knowing where to turn, unlike today when you're stuck in a game and can just log on, find the necessary walk-through guide and continue there was little or no help. In 1992 the Internet seemed to be a well kept secret and not very advanced, friends playing the games were hard to find at Primary School, and this led to only one option which was to phone the special hints helpline given in the manual. So with tape recorder in hand the phone call would be made, I can remember at least three occasions this happening listening and re-listening to work out what had to be done.

I still long for this type of game and do believe that the style is not dead, but similar approaches are now solely reserved for detective mysteries which have a habit of becoming dull in the endless hunt for clues. Atlantis always kept a light hearted approach, I remember trying to 'Use' Sophia with a bed to get the reply of 'I don't think we have time for that' which made me giggle (would say I chuckled I was then at an age when giggling was preferred). Unfortunately as with all floppy disks over time my installation disks became corrupted and could no longer load the game although searching around the Internet copies can be obtained on eBay for varying price ranges, indeed whilst searching I even found that with a bit of work Atlantis can be played on a DS, but sadly I have no so Indy on the move will have to wait.

It seems quite appropriate to be taking this trip down memory lane as Harrison Ford has dusted off his whip for a return to the big-screen, and news that another game based on the series is going to hit next-gen consoles soon, no doubt in time for the film release. I can't help but feel that the new game will be no match for those of the past with a purely fighting path the only option. I suppose I will have to find my own mysteries to solve, instead. Now, where did I put that Fedora hat and leather jacket?

By Tom Carpenter