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NES box art for Indiana Jones and the Temple of Doom, the cover of NEStalgia episode 145

145 · Indiana Jones and the Temple of Doom

▶ Game info
VerdictSkip it
SeasonSeason 4
DeveloperTengen
PublisherMindscape
November 13, 2020 · 1 hr 4 min · transcript available

So you want to wear Indy's Stetson hat? Dress up in his beat up leather jacket? Snap his trusty bull-whip? And go on the most exciting adventure of your life? Well, here's your chance!

Penetrate deep into the Temple of Doom to free enslaved children and recover the sacred Sankara Stones.

Fight your way through treacherous caverns, twisting tunnels, narrow ledges and fiery chasms. Take on Thuggee guards, giant spiders and dive-bombing bats.

Survive all this and you'll meet the evil High Priest, Mola Ram, on the dangling rope bridge for a battle to the death!

SHOW NOTES

Temple of Doom Longplay

Temple of Doom Arcade

Raiders of the Lost Ark 2600

Young Indiana Jones Trailer

Indiana Jones and his Desktop Adventures

Indiana Jones and the Staff of Kings

Our verdict: Skip it

Tengen made this for Mindscape in December 1988, a port of the 1985 arcade game. Sam joined Mike, Sean and Joe, and we are not very big Indiana Jones fans. We agreed it sounds good on paper and plays badly.

What works

  • The music and the ideas. The title music translates the movie score well. On paper you get collectibles, secret passages, a hidden idol and a bridge built by stunning dragon heads over lava.
  • The walk. The sprite animates cleanly, and Sam stood by that all the way to the vote. The rebuttal was that it looks like he has taken a dump in his pants. The reply was that Indiana Jones is historically bow legged.
  • The wraparound. Levels loop in every direction with no sign you looped. It helped us work out where we were, but nothing tells you it is happening.

What doesn't

  • The start screen. Push Start plays the music and does not start the game. Press A and nothing happens, and you start hunting for shoulder buttons before you find Select.
  • The perspective. It is a top-down view that can't decide whether things are above and below you or in front and behind. Jump what looks like lava and you fall in and die. We called it broken, like a child's drawing.
  • The jump. Try to jump up and you mostly go down. It only gets you to a lower platform, and spikes still hit you mid-jump.
  • Weapon swapping. You hold Select and use left and right on the D-pad while enemies close in faster than Indy walks. Real time is defensible, but the buttons are the problem: Start would have let you keep your hand in place.
  • The whip. It never kills. It stuns, and you can keep stunning an enemy until you push it into lava, which as far as we could tell is the only way to kill with it. They respawn anyway.

Worth knowing

  • Rescuing children. The instructions say "touch child to get prize." The kids hand over guns, blades and keys, then run away, so it feels more like hide and seek than rescue.
  • The ending. Mola Ram runs across a bridge and you chase him down, which Joe compared to the final boss of Crash Bandicoot 2. Then you get a kiss, Short Round watching, and "you win big man."

The bottom line

Skip it. Nobody voted it onto the Essential Games List. Joe said it has the pieces of an okay game, but the perspective, controls and repetition add up to a not great one. Sean said the action design is "stuck in 1985." Mike kept playing a good while because the box and manual intrigued him, and never liked it.

Written from our conversation in this episode.

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