meets Adventure Game
, sort of.Indiana Jones and his Desktop Adventures
is a 1996 Windows
game by LucasArts
. Instead of the epic plot and puzzles of the previous Indiana Jones
adventure games, it offers quick, "bite-sized" games; each time you start a new game, the world is generated randomly, and the puzzles are picked at random too from a large pool. As a result, every playthrough is different, and even after a couple of playthroughs you're likely to come across something you've never seen before.
It is a simple adventure game with elements of action, set in Central America. The puzzles are typical adventure fare: using items on the environment, giving stuff to people, pushing around blocks and furniture, and pressing switches. There are also enemies, and an assortment of weapons with which to fight them. The game allows adjusting the size of the game world (from tiny to sprawling) and combat difficulty (from simple enough that you can mostly ignore enemies, to brutal.)
Another game in this vein was Yoda Stories
, which, as the name implies, focused on the Star Wars
Indiana Jones and his Desktop Tropes:
- Three-Quarters View
- An Economy Is You: The village Lucasio has the following inhabitants: the tutorial guy, a herb vendor (for healing), a barmaid (for occasional healing), Marcus (for the initial briefing), and you. Not really an "economy", though, since you don't pay any money and the only thing you receive in the village is healing.
- Bandito: One of the kinds of human enemies.
- Big Creepy-Crawlies: Giant arachnids are some of the common enemies.
- Boring, but Practical: Indy's whip, the starting weapon. Its strength? It strikes enemies up to two tiles in front of you, which means it can be used to kill them through impassable rivers or walls.
- Chain of Deals: The Fetch Quests can sometimes extend into this, when the game places a lot of these on the same map.
- Denial of Diagonal Attack: Melee enemies can attack you diagonally. You cannot do the same to them.
- Empty Room Psych: Most locations contain nothing whatsoever of interest (sometimes they have a hidden health pickup under a random rock, but it's rare.) Thankfully, your map, once found, tells you which locations contain something and which are empty.
- End Game Results Screen: The game shows you your "Indy Quotient" (IQ) at the end, affected by the difficulty level you chose and how fast you completed the game.
- Fetch Quest: Expect to meet a lot of people standing around who ask you to bring them a specific useful or highly valuable item.
- Giant Spider: Big spiders about the size of Indy are among common enemies.
- Healing Herb: Yerba Buena.
- He Knows About Timed Hits: Bonifacio, a guy in the Lucasio village whose entire function is to explain to you the controls and rules of the game, including hinting you to click where you wish to walk, etc.
- Hyperactive Metabolism: Bananas, and the herb Yerba Buena.
- I Can't Use These Things Together: Sometimes, trying an apparently logical solution which the developers/random generator didn't intend (e.g. trying to use a branch as an oar when you're supposed to use something else instead) will result in Indy handwaving as to why it wouldn't work (e.g. the water is too deep for the branch), or just saying "Hmm... not a bad idea, but it didn't quite work."
- It May Help You on Your Quest: Every game typically begins with Marcus giving you a briefing and giving you "something to get you going" - usually a priceless ancient artifact which inevitably turns out to be just the thing a NPC needs.
- Life Meter: A circle-shaped life meter, initially completely green. As you receive damage, the circle loses more and more "slices" (like a pie graph), gradually turning yellow. Once it's completely yellow, the yellow begins to peel away in the same way, revealing red. Then, once it's all red, it begins giving way to black. Once it's all black, guess what happens.
- Magical Mystery Doors: The occasional puzzle where there is a number of dark tunnel entrances around a rocky mountain, etc. and each tunnel entrance will redirect you to another. They don't always have two-way connections either.
- MacGuffin: Most of the time, your quest is to find a specific ancient artifact.
- Playable Epilogue: Once you fulfill your quest you can walk around the entire gameworld and talk to people, though only two or three people have new lines.
- Poison Mushroom: Tequila, sometimes given to you by the barmaid. It takes away some of your health if you drink it.
- Randomly Generated Levels: Pretty much the point of the game.
- Scary Scorpions: Giant scorpions are common foes.
- Shout-Out: A bandito who says "Hey, I don't got to show you no stinking badges!"
- Teleporters and Transporters: Glyphs, which can be used to teleport to any other Glyph in the game world, as long as you have a map. That said, they are located randomly, so their usefulness is often questionable (they frequently end up placed in almost adjacent locations).
- Those Wacky Nazis: Included among human enemies. Upon first encounter, Indy will always complain about their presence.