Rick Dangerous
A cult 1989 Indiana Jones-style platformer, famous for its merciless difficulty and deadly traps learned through pure trial and error.
View photos ↓- Genre
- Platformer / Retro action
- Developer / Publisher
- Core Design / Firebird
- Year
- 1989
- Status
- Rediscovered
- Playtime
- Countless hours back in the day
- Rating
- 7/10
Rick Dangerous is the game that taught me early on that a video game could be unfair and fascinating at the same time. An Indiana Jones-style explorer, pith helmet and whip included, Rick makes his way through temples, military bases, and alien spaceships riddled with traps — and the slightest lapse in attention results in an instant, often hilarious, death.
Dying to learn, literally
The game’s formula rests entirely on memorization: every level is packed with pressure-plate traps, poisoned arrows, collapsing ceilings, and there’s almost no visual cue to anticipate them the first time around. You move forward, you die, you start over knowing where not to step — a die-and-retry principle pushed to the extreme, well before “die-and-retry” became a genre of its own.
What makes it bearable, almost addictive, is the pacing of the levels: they’re short, checkpoints are generous for the era, and the satisfaction of clearing a section you’d failed fifteen times is wildly disproportionate to the actual effort required.
Level design built to be hated, then loved
Visually, the game has real charm for 1989 — varied settings, polished animations, a graphic identity that clearly sets each world apart. The level design, meanwhile, is deliberately vicious: visible traps hiding invisible ones, false positives that give a false sense of security.
I never finished Rick Dangerous back then, mostly because of a final level I never managed to fully memorize. Firing it up today under emulation brings back, perfectly intact, that particular mix of rage and satisfaction that shaped a whole generation of 8/16-bit computer gamers.


