Rick Dangerous arrived in 1989 as an unashamed love letter to Indiana Jones - specifically, the opening sequence of Raiders of the Lost Ark. Players guided Rick, a British adventurer in a pith helmet, through five increasingly elaborate deathtrap environments: South American jungle, Egyptian pyramid, Schwarzendumpf Castle, a missile base, and a boss encounter.
The game’s defining quality was its philosophy of punishment. Rick Dangerous was, by design, a game of trial and error. Enemies appeared from behind walls. Traps detonated on contact with no warning. Falling boulders required memorisation of their exact timing. Death - announced by Simon Phipps’ now-legendary “Waaaahh!” voiced by the programmer himself - was frequent and frequently absurd.
This design philosophy, borrowing from arcade platformers of the era, divided opinion: contemporary reviews praised the game’s challenge while acknowledging its cruelty. In retrospect, Rick Dangerous is understood as a deliberate design statement - one that asked players to engage with levels as puzzles to be decoded through repetition rather than reflexes alone.
Dave Pridmore’s C64 SID soundtrack provided the definitive audio backdrop for many players. The Amiga and Atari ST versions offered superior visuals. The game sold strongly across all platforms and established Core Design as a studio with a distinctive voice in British gaming.