Indiana Jones and the Fate of Atlantis

Indiana Jones and the Fate of Atlantis is a point-and-click adventure game developed and published by LucasArts and released in June 1992 for Amiga, DOS, and Macintosh.

The seventh game to use the script language SCUMM, Fate of Atlantis has the player explore environments and interact with objects and characters by using commands constructed with predetermined verbs.

The story was written by Hal Barwood and Noah Falstein, the game's designers, who had rejected the original plan to base it on an unused film script.

Fate of Atlantis is based on the SCUMM story system by Ron Gilbert, Aric Wilmunder, Brad P. Taylor, and Vince Lee,[9] thus employing similar gameplay to other point-and-click adventures developed by LucasArts in the 1980s and 1990s.

[10] The player explores the game's static environments while interacting with sprite-based characters and objects; they may use the pointer to construct and give commands with a number of predetermined verbs such as "Pick up", "Use" and "Talk to".

[15] At the request of a visitor named Mr. Smith, archaeology professor and adventurer Indiana Jones tries to find a small statue in the archives of his workplace Barnett College.

[25] Correcting Plato's "tenfold error", a mistranslation from Egyptian to Greek, the document pinpoints the location of Atlantis in the Mediterranean, 300 miles from the Kingdom of Greece, instead of 3000 as mentioned in the dialogue Critias.

In all three paths, Jones meets an artifact dealer in Monte Carlo, ventures to an archaeological dig in Algiers, explores an Atlantean labyrinth in Knossos on Crete, and Sophia gets captured by the Nazis.

They had hoped using ten orichalcum beads at a time would enable them to control the water with the powers they gained, keeping the sea level down to prevent an impending catastrophe.

[32] At the time a sequel to Indiana Jones and the Last Crusade: The Graphic Adventure was decided, most of the staff of Lucasfilm Games were occupied with other projects such as The Secret of Monkey Island and The Dig.

[33][34] Designer Hal Barwood had created two computer games on his own before, but was put in charge of the project because of his experience as a producer and writer of feature films.

[34] They eventually decided upon Atlantis when they looked at a diagram in "some cheap coffee-table book on the world's unsolved mysteries", which depicted the city as built in three concentric circles.

[34] Falstein and Barwood originally considered the mythical sword Excalibur as the story's plot device, but the idea was scrapped because it would not have easily given Indiana Jones a reason to go anywhere except England.

[37] Inspiration for the mythology, such as the description of the city and the appearance of the metal orichalcum, was primarily drawn from Plato's dialogues Timaeus and Critias, and from Ignatius Loyola Donnelly's book Atlantis: The Antediluvian World that revived interest in the myth during the nineteenth century.

[33] The magical properties of orichalcum and the Atlantean technology depicted in the game were partly adopted from Russian spiritualist Helena Blavatsky's publications on the force vril.

[34] The main art team that consisted of Eaken, James Dollar and Avril Harrison was sometimes consulted by Barwood to help out with the more graphical puzzles in the game, such as a broken robot in Atlantis.

[46][47] Lucasfilm released the game for Linux in a collection of Disney classics, including Sam & Max Hit the Road on GOG platform in October 2014.

[34][39][40] Clint Bajakian, Peter McConnell and Michael Land created the soundtrack, arranging John Williams' main theme "The Raiders March" for a variety of compositions.

[48] During development of the game, William Messner-Loebs and Dan Barry wrote a Dark Horse Comics series based on Barwood's and Falstein's story, then titled Indiana Jones and the Keys to Atlantis.

[34] LucasArts developed a port of the enhanced edition for the Sega CD,[50] but the release was eventually canceled because The Secret of Monkey Island failed to be a commercial success on the platform.

[71] Charles Ardai of Computer Gaming World in September 1992 praised its setting for containing the "right combination of gravity, silliness, genuine scholarship and mystical mumbo-jumbo", and called it a "strong enough storyline to hold its own next to any of the Indy films".

Although he cited the pixelated character sprites and lack of voice acting as low points, Ardai summarized Fate of Atlantis as an "exuberant, funny, well-crafted and clever game" that bettered its predecessor, The Last Crusade.

The reviewer concluded that the game was "a must-buy for all adventurers" and "gets my vote ... for 'Best Quest of the Year'", tied with Ultima Underworld, "both of which redefine the state-of-the-art in their respective genres".

[5] In 1998, PC Gamer declared it the 41st-best computer game ever released, and the editors called it "a milestone achievement for LucasArts, this genre's greatest exponent, and it remains required playing for adventurers everywhere".

[6] After the release of the game, a story for a supposed successor in the adventure genre was conceived by Joe Pinney, Hal Barwood, Bill Stoneham, and Aric Wilmunder.

[77] Titled Indiana Jones and the Iron Phoenix, it was set after World War II and featured Nazis seeking refuge in Bolivia, trying to resurrect Adolf Hitler with the philosopher's stone.

[78] The plot was later adapted into Indiana Jones and the Iron Phoenix, a four-part Dark Horse Comics series by Lee Marrs,[77] published monthly from December 1994 to March 1995.

[78] Elaine Lee loosely reworked the story into Indiana Jones and the Spear of Destiny, another four-part comic book series, released from April to July 1995.

A video game screenshot showing the two protagonists in the middle of a crowded marketplace. The lower part of the image shows a variety of objects on the right side and a number of verbs such as "Pick up", "Use" and "Talk to" on the left side. The mouse cursor is pointing at Sophia, making the current command "Talk to Sophia".
Indiana and Sophia in an Algiers souk . Below the scene the game displays the core of the SCUMM system, the verbs and inventory items that the player may construct commands with.