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Rick Dangerous
Rick Dangerous
from Wikipedia
Rick Dangerous
DeveloperCore Design
PublisherFirebird Software
DesignerSimon Phipps
PlatformsAmiga, Amstrad CPC, Atari ST, Acorn Archimedes, Commodore 64, ZX Spectrum, SAM Coupé, MS-DOS
Release1989
GenrePlatform
ModeSingle-player

Rick Dangerous is a platform game developed by Core Design for the Acorn Archimedes, Amiga, Atari ST, Amstrad CPC, ZX Spectrum, Commodore 64, and MS-DOS. The game was released in 1989 and published by MicroProse on the Firebird Software label in the UK, and on the MicroPlay label in America. It was also published in Spain by Erbe Software. Later, it was released with two other games, Stunt Car Racer and MicroProse Soccer, on the Commodore 64 Powerplay 64 cartridge. The game was followed by a sequel, Rick Dangerous 2, in 1990. Loosely based on the Indiana Jones film franchise, the game received mixed reviews from critics.

Plot

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The plot of Rick Dangerous is largely based on the Indiana Jones film Raiders of the Lost Ark. Set in 1945, British agent Rick Dangerous travels to the Amazon jungle to search for the lost Goolu tribe. His plane crashes in the jungle, and Rick must escape from the enraged Goolu. When the game starts Rick finds himself in a cave running from a rolling boulder, a famous scene from the Indiana Jones film.

Armed with a pistol and dynamite, Rick must fight hostiles and evade traps in three more levels. The second level of the game is set inside a pyramid located in Egypt. In the third level, Rick must venture to the Nazi stronghold of Schwarzendumpf castle to rescue captured Allied soldiers. The rescued soldiers tell him that the Nazis are planning a missile attack on London. Therefore, in the last level, Rick must infiltrate their secret missile base.

Gameplay

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Rick can jump and climb, as well as carry a limited amount of dynamite and ammunition for his gun. This gun is Rick's primary means of disposing of enemies. Most traps throughout the game that can kill Rick can also kill his enemies, which can be to the player's advantage. The dynamite sticks that Rick carries are generally used for solving puzzles, such as through exploding certain blocks (some of them fly towards the explosion, potentially killing Rick in the backfire). Rick is also armed with a pogo stick that allows him to paralyze enemies.

Many of the traps in Rick Dangerous have no visible warning, which means that a player's initial progress through the game may consist of trial and error. This was criticized by some reviewers.

Reception

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Your Sinclair awarded Rick Dangerous a 78% rating,[13] while Computer and Video Games gave the Spectrum game an 87%, plus a "C+VG Hit" award, saying that it was "an excellent platform game ..."[5]

The C64 version received an 84% from CU Amiga-64[9] and a 73% from Zzap!64. Zzap!64 pointed out that the game was a playable and fun platform-style game but not much more than that.[16] The Amstrad version also received the same response getting a 76% from The Games Machine,[15] although the game fared slightly better with Amstrad Action who rated it 83% and awarded it with an "AA Rave" accolade.[10]

ACE gave the Amiga version an 890 rating,[19] and Amiga Format gave an 89%.[2] Amiga Power was highly critical of both games and the reliance on pattern learning.[17][18]

The Atari ST version received positive reviews; 88%[4] and 87%[5] from The One for 16-bit Games and Computer and Video Games, respectively. The One magazine opined that Rick Dangerous was one of the best 16-bit arcade games at that time.[4]

Game developer David Cage considers Rick Dangerous to be his favourite game.[20]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Rick Dangerous is a platform developed by and first published by Firebird in June 1989 for multiple home computer platforms, including the Atari ST, , Commodore 64, , , and . In the , players control British secret agent Rick Dangerous, an parody character, as he navigates perilous adventures set in 1945 across four episodes: a crashed plane escape in the Amazon jungle against the Goolu cannibals, an Egyptian pyramid to retrieve a secret artifact, a Nazi in to rescue Allied agents, and a secret missile base to thwart an attack on . The game was the debut title for , founded by Simon Phipps and others in 1988, and was conceived in July 1988 as a spoof of adventure films like those featuring , with Phipps handling programming for 16-bit systems and sprite graphics alongside artist . Development took approximately four months, resulting in a side-scrolling with over 100 screens—85 on 8-bit platforms and additional ones on 16-bit versions—featuring methodical progression through traps, enemies, and puzzles. Gameplay emphasizes precision and trial-and-error, with Rick armed with a for shooting foes and sticks of for explosives, while avoiding hazards like rolling boulders, spikes, acid drops, and collapsing floors across vertically and horizontally scrolling levels. The title incorporates 74 types of enemies and traps, cartoonish 24x21 sprites, and a scoring system, but its high difficulty—often requiring pixel-perfect jumps and restarts from death—drew both praise for challenge and criticism for frustration. Upon release, Rick Dangerous received generally positive reviews for its engaging level design, humor, and replayability, earning scores like 78% from for its "trekkin' good arcade adventure" qualities and 9/10 from Lemon 64 users for blending action and comedy on the Commodore 64. It became a commercial success for , leading to a 1990 sequel, Rick Dangerous 2, which expanded on the formula with new locations and mechanics, and has since been preserved through remakes, fan ports, and retro compilations, influencing later platformers like .

Development

Conception and design

Rick Dangerous was conceived in July 1988 by Simon Phipps and , co-founders of the newly established , during a brainstorming session for original game concepts that tapped into the then-underexplored adventurer genre. The game emerged as a deliberately spoofing adventures, particularly drawing inspiration from the perilous, trap-laden opening sequence of the 1981 film , featuring elements like leaping over pits, dodging poison darts, and evading rolling boulders. Key design choices centered on evoking cinematic peril through trial-and-error puzzles and instantly lethal traps, which required players to memorize patterns and anticipate dangers rather than rely on precise reflexes alone. Simple controls were prioritized to maintain across hardware limitations, while portraying Rick as a bumbling, cartoonish hero—contrasting the competent archetype of —to heighten the comedic, frustration-inducing tone of repeated deaths. Enemy behaviors were influenced by the Joe Blade and the whimsical cartoons of Guillermo Mordillo, allowing pursuers to follow natural paths and interact dynamically with the environment, avoiding rigid, abstract attack patterns. The core gameplay loop was built around jumping and climbing to navigate vertically scrolling levels—primarily descending sequences—with shooting via a basic and limited for destroying obstacles or enemies, structured as linear paths packed with 74 distinct trap and foe types controlled by a streamlined routine. Levels were linked by animated interludes to advance the adventure narrative, with screen dimensions set at 32 characters (256 pixels) wide and sprites scaled to 24x21 pixels to optimize for 8-bit and 16-bit platforms. Early work began with sketches on to out layouts and , followed by prototypes adapted and on and ST hardware to refine smooth platforming, sprite animations, and the one-hit-death brutality reminiscent of classics like .

Production team and technology

Rick Dangerous was primarily developed by a small team at , with Simon Phipps serving as the lead designer, programmer for the ST and Commodore versions, and co-artist responsible for sprite . contributed as co-artist, handling additional work, while Robert Toone developed the tool used in level creation. The game was developed with cross-platform compatibility in mind from the outset, targeting both 16-bit systems like the and Atari ST and lower-end 8-bit machines such as the and Commodore 64. To facilitate efficient , the team standardized screen widths at 32 characters (256 pixels) and sprite sizes at 24x21 pixels across all versions, allowing the same assets to be adapted with minimal adjustments. A compact control routine managed the game's 74 and trap types, enabling varied animations and behaviors through simple scripting rather than per-instance coding, which streamlined and trap mechanics. Development began in July 1988 and was completed in just four months, culminating in a master version ready for multi-format release by early 1989. This rapid timeline was driven by Core Design's resource limitations as a newly formed studio, necessitating design choices that prioritized portability over platform-specific features, such as avoiding full side-scrolling to accommodate hardware constraints on systems like the . Key challenges included balancing the game's high difficulty—initial level designs were toned down for broader playability—while optimizing performance on low-end hardware, where enemy AI and projectile physics like dynamite throws had to be simplified to fit within tight memory limits without sacrificing the trap-heavy gameplay. These efforts allowed the title to launch across six formats within four months of completion.

Release and ports

Initial release

Rick Dangerous was first published in June 1989 by Firebird Software for the and Atari ST platforms in the , marking the initial launch of the platform game developed by . The 16-bit versions retailed at a full price of £24.95, positioning the title as a premium offering for users during that period. Conversions for 8-bit home computers and followed later in 1989, including releases for the in 1989, Commodore 64, , and , all handled by Firebird in Europe. These budget-oriented ports were priced at £9.95 for cassette versions, broadening accessibility to a wider audience of 8-bit system owners. Marketing campaigns highlighted the game's adventurous spirit, often likening it to Indiana Jones-style platforming in publications such as , which noted its clear influences from the film series. While the rollout focused primarily on Europe, a U.S. release occurred later in December 1989 under MicroProse for systems like the Commodore 64, maintaining the original name without alterations.

Ports and modern adaptations

Following the initial 1989 releases on major platforms including Amiga, Atari ST, MS-DOS, Commodore 64, ZX Spectrum, and Amstrad CPC, an official port was developed for the Acorn Archimedes in 1995 by The Hitmen Software, featuring minor graphical adjustments to leverage the system's 256-color palette and ARM processor capabilities while maintaining core gameplay fidelity. The 8-bit versions for Amstrad CPC, ZX Spectrum, and Commodore 64 incorporated simplifications such as reduced trap complexity and altered boulder physics to accommodate hardware limitations like limited color depth and processing power, resulting in less fluid animations compared to 16-bit counterparts. In 2009, released an official port for devices including and , adapting the gameplay for touch controls while preserving the original mechanics. In the , the open-source project XRick emerged as a faithful of the original game, reverse-engineered from the and ST versions and implemented in C using the SDL library for cross-platform compatibility. Released around 2001, XRick supports modern operating systems including Windows, , and Android, as well as browsers via , with added features like cheat modes (e.g., invincibility and level highlights) and touch controls, while preserving the original's pixel-perfect mechanics on higher resolutions. No official have been produced by or its successors, but community efforts continue through emulator integrations such as the Libretro core for XRick, enabling seamless play on devices like . Fan-driven enhancements include Z-Team's 2022 Amiga adaptation, a backport of the 2008 Wii homebrew version by Magic Team, featuring remastered 32-color graphics, a new title screen illustrated by original artist Simon Phipps, and compatibility with Amiga 1200, CD32, and Amiga Mini hardware via the Scorpion Engine; it is freely available for download on itch.io. In 2025, Z-Team released Rick Dangerous DX, a dedicated fan port for Sega Mega Drive/Genesis using the same Scorpion Engine, incorporating the Wii-derived remastered visuals, enhanced audio, and save states optimized for EverDrive cartridges or emulators like BlastEm, offered as a free .bin file download on itch.io. These modern versions typically introduce high-definition scaling and quality-of-life improvements absent in the originals, such as adjustable controls and widescreen support, without altering the punishing level designs.

Plot and setting

Story summary

Rick Dangerous is a British explorer and secret agent operating in , dispatched to upon rumors of a golden statue belonging to the elusive Goolu tribe hidden deep in the Amazon jungle. His mission begins disastrously when his plane crashes amid the dense foliage, forcing him to seek refuge in the treacherous caves of the Goolu temple as enraged tribesmen pursue him. After escaping the Amazon, a dying Goolu gives him a map leading to a powerful artifact in an ancient Egyptian pyramid. From there, Rick's quest expands across the globe, driven by the need to secure ancient artifacts that hold immense power. The narrative unfolds across four distinct locales, each representing a stage in Rick's perilous journey. After surviving the Amazonian depths and claiming the golden statue, he ventures into the Egyptian pyramid to retrieve a sacred jewel. This leads him to the Nazi stronghold of Schwarzendumpf Castle in , where enemy forces guard stolen relics; there, Rick rescues Allied prisoners of war who reveal the location of a secret missile base. The adventure culminates at the hidden missile base in , where Rick confronts the ultimate threat posed by the Nazis planning to launch missiles at . The game's story employs a minimalist approach, conveyed through simple cutscenes, on-screen text, and occasional comic-style illustrations that evoke the pulp adventure serials of the era, such as those featuring . There is little character development for Rick, who is portrayed as a daring, wisecracking hero with a penchant for , emphasizing action over depth. Throughout his adventures, Rick secures key artifacts, including the golden statue from the Goolu temple, ultimately succeeding in thwarting the Nazi threat despite numerous perils from Nazi operatives and deadly ancient mechanisms activated in his path.

Inspirations and themes

Rick Dangerous draws its primary inspiration from the 1981 film , particularly the opening sequence depicting a booby-trapped temple with elements like rolling boulders, poison darts, and collapsing floors, which were directly replicated in the game's Egyptian pyramid level. The inclusion of Nazi villains in the castle level further references the film's antagonists, emphasizing perilous encounters with militaristic foes in exotic settings. The game also incorporates influences from adventure serials, such as , and broader pulp fiction tropes, capturing themes of and exotic peril through ancient ruins, indigenous guardians, and treasure-hunting exploits that evoke the era's serialized escapades. These elements create an atmosphere of high-stakes exploration fraught with deadly traps and cultural otherness, mirroring the sensationalism of early 20th-century adventure narratives. Thematically, Rick Dangerous satirizes the of the heroic explorer by portraying Rick as comically incompetent, frequently succumbing to absurd and fatal mishaps that underscore the genre's tropes through humor rather than unyielding competence. This blend of frustration and levity in navigating deadly environments highlights a playful of pulp heroism, where the protagonist's repeated, cartoonish deaths amplify the tension between adventure and peril. Developer Simon Phipps sought to translate the cinematic excitement of Indiana Jones-style adventures into an interactive format, prioritizing immersive level-based storytelling over detailed lore or , allowing the environments and traps to convey the narrative's adventurous spirit.

Gameplay

Core mechanics

Rick Dangerous is a side-scrolling platform game where players control the titular adventurer through hazardous environments filled with traps and enemies. The core controls allow Rick to move left and right, jump upward or in a direction while jumping, duck to avoid overhead threats, and crawl along the ground for low passages. Climbing ladders is achieved by moving upward on them, enabling vertical navigation in multi-layered screens. Combat and interaction are handled via a fire button or equivalent keyboard input: holding fire while moving left or right prods enemies with a stick to temporarily stun them, pressing fire upward shoots the , and pressing fire downward lays . The has limited , typically starting with six bullets that can be replenished by collecting ammo pickups from defeated enemies, while is supplied in a limited quantity of six sticks per level, used to destroy obstacles, enemies, or trigger traps. The health system consists of six lives, with contact with enemies or activating traps such as arrows, spikes, or rolling boulders resulting in instant death and loss of one life, forcing a restart from the nearest checkpoint. This emphasizes avoidance over endurance, and there are no continues in the original versions, requiring completion within the allotted lives or restarting the entire game. Checkpoints are placed at key points like level starts or after major obstacles, but frequent deaths demand precise memorization of trap patterns to progress. Key items include for explosive problem-solving and occasional power-ups like the , a temporary pickup that allows Rick to bounce over hazards and stun nearby foes on contact. Ammo crates restore bullets, but no broader management exists, keeping focus on immediate tool use. Puzzle-solving revolves around trial-and-error exploration, where players learn invisible or subtly indicated traps through repeated attempts, using the stick to probe for dangers, to clear paths, and precise timing for jumps without visual cues. This memorization-based approach, combined with pixel-perfect platforming, defines the game's challenging rhythm, rewarding over reflexes alone.

Levels and challenges

Rick Dangerous features four distinct levels, each representing a different act in the game's adventure and structured as multi-screen environments totaling around 85 rooms. The first level is set in the jungle caves inhabited by the Goolu tribe, where players navigate cave systems filled with natural hazards. The second level takes place in an Egyptian pyramid, involving exploration amid ancient relics and guardians. The third level occurs in Schwarzendumpf Castle controlled by Nazi forces, emphasizing infiltration through fortified areas. The fourth and final level is a missile base guarded by an alien presence, focusing on high-tech security breaches. Enemies vary by level and exhibit behaviors such as patrolling fixed paths, charging directly at the player, or firing projectiles from a distance. In the jungle caves, hostile Goolu tribesmen act as who pursue aggressively with spears. Egyptian pyramid foes include marauding fanatics and that advance relentlessly. The Schwarzendumpf Castle features Nazi guards who patrol corridors and use firearms. The missile base introduces alien adversaries that deploy advanced weaponry. These enemies respawn in cleared areas upon re-entry, increasing the challenge of backtracking. Unique challenges are tailored to each environment's theme, incorporating traps that demand precise timing and memorization to avoid instant death. The jungle level includes pits that slowly pull Rick under, rolling boulders that chase through passages, and poisoned dart launchers triggered by movement. In the , spike pits emerge from floors, scorpions scuttle across platforms, and collapsing ceilings add vertical peril. The employs swinging swords from walls, ghostly apparitions that phase through obstacles, and pressure-plate activated gates. The missile base features beams that sweep horizontally, electrified floors, and moving platforms over bottomless shafts. and become scarcer in later levels, forcing reliance on environmental interactions to dispatch threats. Progression through the game follows a primarily linear path, with occasional hidden routes revealing extra lives or power-ups to aid survival. Each level culminates in final challenges of platforming, traps, and enemies that test accumulated skills, and difficulty escalates progressively with faster enemy movements, denser trap placements, and reduced resource availability. Certain ports, such as the version, impose a per level to heighten urgency.

Reception and legacy

Contemporary reviews

Upon its 1989 release, Rick Dangerous received generally positive reviews from contemporary critics, with aggregate scores averaging around 80-85% across major gaming magazines for the 16-bit versions on and Atari ST. The port, in particular, was praised for its smooth performance and visual fidelity, earning high marks such as 89% from and 85% from Amiga User International. On the Commodore 64 and 8-bit ports, scores were more mixed, typically in the 70-85% range, with reviewers noting technical limitations that affected playability. Critics frequently highlighted the game's addictive platforming mechanics and humorous Indiana Jones-inspired tone as key strengths. Amiga Format commended its "highly playable" nature and "excellent" graphics that captured a cartoonish adventure feel, while CU Amiga-64 awarded 86% for the engaging puzzle elements and responsive controls on 16-bit hardware. The sound design, including memorable chiptune tracks like the Egyptian level theme, was also lauded for enhancing the atmospheric tension without overwhelming the action. These elements contributed to the game's reputation as a fun, replayable title that encouraged players to master its challenges through persistence. However, the game's trial-and-error structure drew significant criticism for causing frustration, as hidden traps and instant-death mechanics often required memorization over skill. scored the Commodore 64 version 73%, with reviewer Stuart Wynne noting that "often the traps are impossible to notice beforehand," leading to repeated failures that could feel unfair. Sinclair User gave the port 85%, praising the visuals but critiquing the tedious combat and risk of self-inflicted damage from . The 8-bit conversions were faulted for occasional slowdown during enemy encounters and scrolling, which diminished the fluidity seen on 16-bit systems. Notable quotes underscored the game's polarizing appeal, with The Games Machine calling it a strong homage to classic adventures despite its difficulty, scoring 76% for the version. Sinclair User remarked, "Rick Dangerous looks ruddy marvellous," emphasizing its charm even amid gripes. Overall, the positive buzz helped elevate Core Design's profile, marking Rick Dangerous as an early commercial hit that sold well despite the mixed critical reception.

Modern reception and impact

In modern retrospectives, Rick Dangerous has been praised for its nostalgic appeal and challenging , with emulation site Lemon Amiga awarding it an 8/10 rating, highlighting its replay value through memorization of traps and levels. communities on platforms like Speedrun.com further emphasize its replayability, maintaining active leaderboards for various versions that encourage precise execution and optimization. The game's cultural impact persists in the industry, as evidenced by Quantic Dream founder naming it his favorite game in a 2018 Wired interview, crediting its adventurous spirit. It has influenced indie platformers, notably , which draws from its trap-heavy mechanics and exploration style, as noted in developer analyses and game descriptions. The community legacy remains vibrant through an active scene, including fan enhancements like the Super Rick Dangerous project and CPC conversions. The 2025 fan-made Mega Drive port, Rick Dangerous DX by Z-Team, has renewed interest, coinciding with longplays surpassing 10,000 views, such as the Commodore 64 walkthrough. For preservation, the game is archived in abandonware repositories like My Abandonware and the Internet Archive, ensuring accessibility without official support. No official remaster exists, but fan projects, including enhanced editions and ports, continue to sustain its availability across platforms.

References

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