The Lost Vikings (PC) – Review – Norse Comedy Meets Brain Gym

Every retro library hides at least one box that looks harmless, until you boot it and realize you’ve voluntarily signed up for a three-hour physics exam proctored by cartoon Norsemen. That, in a cracked nutshell, is The Lost Vikings on MS-DOS: a puzzle-platformer so simultaneously sensible and surreal that I still can’t decide whether it’s the spiritual ancestor of Portal or the drunken uncle of Lemmings. Underrated or overrated? Depends which way you swing your Viking sword (or, in Baleog’s case, your bow that apparently shoots infinite arrows because quivers are for quitters). Fundamental? Oh, absolutely, ask any game designer who’s ever tried to teach players cooperation in a single-player format; they’ll cite Silicon & Synapse’s 1993 gem faster than Erik the Swift can head-butt a force-field generator. Negligible? Only if you consider universal laws, gravity, magnetism, the fart joke, to be negligible. (Rhetorical question: how many times have I screamed “Olaf, you had ONE job!” at an inanimate monitor? Self-answer: enough to qualify for Valhalla’s frequent-yeller program.)

Historical Context

Picture the early ’90s PC aisle: clamshell shareware racks, garish clip-art boxes, and sound-card demo discs promising to “bring digitized speech to every game!” Into this neon cacophony marched Silicon & Synapse, three years shy of rechristening itself Blizzard Entertainment, brandishing a side-project that looked more Amiga demo scene than AAA. Interplay handled publishing duties, having already carved out an identity as “that studio whose logo plays trumpet fanfare before dropping you into torment.” The SNES version actually landed first in late ’92, but the definitive DOS release followed quickly in 1993, giving Intel users a taste of cartoon carnage without needing Nintendo’s plastic cartridges.

Back then, platformers lived or died by mascot charisma. Sega had a hedgehog hopped on amphetamines; Nintendo had a plumber who’d inhaled enough mushrooms to star in a Grateful Dead poster. Silicon & Synapse opted for three hairy dudes in horned helmets, Erik, Baleog, and Olaf, whose collective personality might best be described as “road-trip dad jokes plus occasional axe murder.” It was fresh; it was weird; and in my local XP Arcade (a rural pizza joint with exactly two PCs networked by a serial cable), the box art looked like heavy-metal fan art smuggled into a Sunday-morning cartoon slot. The clerk, chewing on a toothpick like it owed him money, summed it up: “You control ’em all at once, but not really at once; just buy it, kid.”

The DOS port cemented the game’s cult status because it straddled two trends. On the one hand, shareware fever meant gamers expected a skill-based romp they could sample in a compressed executable; on the other, LucasArts and Sierra were proving you could weave comedy into peril without alienating joystick jockeys. The Lost Vikings leaned into both, shipping a handful of early levels as a free demo (my ABEL-encoded BBS line wept with delight) while keeping the full version locked behind Interplay’s $49.95 ransom. At a time when most DOS platformers were side-scroll slapfights with loose collision, here came a game requiring you, literally, to think three moves ahead in three different helmets.

Another point of zeitgeist synergy: co-op in a single-player wrapper. The couch-co-op renaissance of the 16-bit era was peaking; Genesis owners bragged about ToeJam & Earl, SNES kids flaunted Secret of Mana. But PCs? Good luck; convincing your sibling to share keyboard keys without starting Thor-level thunder was an Olympic event. Vikings circumvented that fight by letting one player hot-swap between the trio, mimicking multiplayer synergy without actual siblings hogging the Ctrl key. That “single brain, multiple bodies” design whispered to future Blizzard staffers inexorably; you can practically trace the zerg creep from Viking time-sharing to StarCraft’s multi-unit micromanagement mentality.

I’d be remiss not to mention marketing’s sly mischief. The Genesis port (1994) shipped with five extra stages unavailable elsewhere, a fact that shook DOS forums into heated debates about “cartridge bribery.” My teenage crew circumvented jealousy by printing ASCII maps from the GameFAQs SNES FAQ, taping them around the monitor like war-room blueprints, then bragging “see, PC plays fine.” Did that stop the argument? No. Did it fuel dozens of late-night pizza-fueled speed-runs? You bet your runestones.

Mechanics

From the opening cut-scene, aliens abducting Vikings because obviously, The Lost Vikings establishes its absurd through-line: three Norse bros kidnapped across time to star in a cosmic obstacle course. Each level becomes a friction-fit puzzlebox where success hinges on manipulating character-specific abilities in precisely choreographed order. Think Lemmings meets Prince of Persia, except replacing rotoscoped angst with a laugh-track of Nordic wisecracks.

Let’s break (figuratively) the longboat trio:

Erik the Swift: only Viking who can jump, also breaks walls via a pixel-perfect turbo head-butt. He’s your forward scout, your vertical-pass key, and your not-so-subtle nod to Mario’s lineage. Van Gogh might have called him a kinetic brushstroke; I call him “that red blur I keep accidentally ramming into an electric fence.”

Baleog the Fierce: sword for melee, bow for ranged, zero chill. He demolishes switches from afar and one-shots nasties that Olaf refuses to soak. If Erik is the team’s Nike swoosh of momentum, Baleog is the exclamation mark, rendered in 16-bit blood-spatter, on every solution. (Rhetorical question: why does his bow have infinite arrows? Self-answer: Interplay hadn’t invented paid ammo DLC yet.)

Olaf the Stout: a walking riot-shield, quite literally; his massive buckler blocks projectiles, acts as makeshift parachute, and doubles as trampoline when raised overhead. He embodies my chosen absurd element: the “shield-as-elevator” paradox, the idea that a slab of wood and iron, by virtue of cartoon physics, can lift two fully armored men higher than any OSHA-approved forklift. Once you start noticing how many puzzles revolve around hopping on Olaf’s shield like toddlers on a bounce house, you can’t unsee the glorious lunacy.

You control them sequentially, hit Tab to cycle, making each screen a miniature turn-based tactics arena running in real time. Need to cross a bottomless pit? Send Erik first, clear a path, switch to Olaf to glide down a shaft, then pass control to Baleog to snipe a trigger before regrouping. Lives are communal; lose any Viking and the level soft-locks harder than Dark Souls ringing a death bell. The resulting tension feels like spinning three plates while juggling hot coals; one mis-timed arrow and you reload, humming the game’s delightfully funky MOD soundtrack as penance.

Level design escalates from Viking-ship holds to Egyptian tombs to prehistoric jungles to neon-soaked future labs, each environment layering new gadgets, gravity reversers, teleporter pads, conveyor belts hungrily chomping at platform boots. My favorite sadistic twist is the anti-gravity zone where Olaf becomes a makeshift ceiling sled (remember the shield-as-elevator paradox). Here, Silicon & Synapse weaponized your muscle memory: the function keys you hammered for 20 levels now invert, turning an easy glide into a skull-crunch if you forget to flip mental axes.

Comparison corner. Lemmings forced you to assign roles to identical blobs; Lost Vikings assigns identities to roles, injecting personality into mechanic. Prince of Persia taught precision but offered one athletic hero; Vikings trades acrobatic fidelity for group-puzzle brain-burn. Later, Oddworld: Abe’s Oddysee would adopt similar multi-step environmental riddles, but without the comedic banter that made Vikings feel like Saturday-morning cartoons had learned Boolean logic. In some ways, Trine (2009) is the spiritual 3D sequel: wizard for utility, knight for brute force, thief for agility, sound familiar?

Controls, even by DOS standards, are crisp. Arrow keys move, Ctrl-Alt fire actions, Space toggles item inventory. Yes, inventory: each Viking can pocket up to four objects, keys, bombs, fruit for health, forcing resource shuttling akin to a Sokoban inside your own team. I’ve lost count of instances where Baleog accidentally ate the red fruit meant for Erik, prompting a restart because the next laser grid required Erik at full health. Cue nerd rage, followed by begrudging respect for designers brave enough to let tiny mis-clicks snowball into cosmic failure.

And about that soundtrack: composer Charles Deenen pumped AdLib FM synth through gravitational-wave levels of groove. The DOS Roland MT-32 option still slaps today, imagine Steven Spielberg’s Hook scored by a Commodore-club chiptune orchestra. Each world’s leitmotif worms itself into your hippocampus until you’re mindlessly humming the Space Zone’s baseline during Zoom calls, then remembering you left Olaf hanging on a ledge in DOSBox pause state.

Enemy variety is comedic yet lethal: Egyptian mummies shuffle like Thriller extras but deal instant kill on touch; T-Rex hatchlings wiggle-roar before surprisingly outrunning Erik; alien turrets pivot in 30-degree arcs, daring you to pixel-peek with Olaf’s shield. And, yes, even these hazards double as puzzle props, lure a robot onto a pressure pad, crush a dinosaur egg to unblock a path. Vikings pre-dated the fashionable “everything is interactive” mantra by a good decade; it simply didn’t brag about it.

Legacy and Influence

Commercially, The Lost Vikings did fine, enough to spawn console ports, a 1997 sequel, and cameo appearances in Blizzard’s later catalog (spotting Olaf frozen in Warcraft III or the trio piloting a longboat in Heroes of the Storm is the video-game equivalent of seeing Stan Lee in the MCU). Yet its deeper influence hides in design DNA. The concept of “multiple characters, one player, unified objective” is everywhere now: Grand Theft Auto V’s trio heist swapping, Trine’s mystical merry band, even Inside’s late-game mass puzzle owes conceptual lunch money to Silicon & Synapse’s three-helmet think-tank.

Mechanically, Vikings taught a generation that tutorials could be diegetic. The first level’s layout forces you, politely, to experiment: a low ceiling where only Erik can fit, a spike pit requiring Olaf’s glide, a switch unreachable without Baleog’s arrow. By the time a pop-up tip appears, you’ve already self-taught the rule. Modern indie darling Celeste uses identical mind-tricks; AAA titan God of War Ragnarök juggles Kratos and Atreus in ways that echo Erik-Olaf toss-ups. Call it Ludonarrative Reconciliation: puzzle circumstances impart personality.

Then there’s co-op. The Genesis version’s three-player simultaneous mode, albeit niche, foreshadowed network-based puzzle teamwork, think Overcooked without the kitchen anxiety. Even though DOS lacked that feature, the concept teased designers with “what if you split these roles among separate humans?” Valve’s Portal 2 co-op inherits spiritual torch: two bodies, specific skill-sets, overlapped timing. Tracing the lineage from shield trampoline to portal gel is a crash course in interactive evolution.

On the pop-culture side, Vikings became meme fuel among modders: countless level editors recreate Olaf’s glide mechanics in LittleBigPlanet; speedrunners categorize exploits (notably the “shield clip,” where Olaf forces wall collision to bypass locks) into glitchathons live-streamed with CRT filters. And when Blizzard bundled the game in its 2021 Arcade Collection drop, complete with rewind and save-anywhere, Twitch chat discovered a new fetish: watching millennials scream “WHY DIDN’T YOU MOVE OLAF FIRST?” while Gen-Z viewers spammed PepeLaugh. That’s cross-generational bonding I can toast with mead.

Yet for all its pedigree, The Lost Vikings occupies a cozy side-bench rather than mainstream hall of fame. Why niche? Partly aesthetics: chunky sprites and dad-level puns don’t photograph as “edgy.” Partly difficulty: later stages demand orchestral brainfire; casual players stall in the Egypt world and never witness the time-travel epilogue where the Vikings stomp their alien captor Tomator. Mostly, though, Blizzard’s own meteor shower of IP, Warcraft, StarCraft, Diablo, overshadowed the humble trio. Ask a random gamer about Blizzard and they’ll mention orcs, demons, and maybe digital card packs; mention Vikings and they’ll squint, as if recalling a childhood cereal mascot.

Still, those in the know carry the torch. Designer interviews credit Vikings for teaching Blizzard level designers the importance of readability (“a puzzle must be solvable without us shouting the answer,” Ron Millar once quipped). University courses on game feel cite Olaf’s shield bounce as case study in contextual animation feedback, players understand physics because the sprite’s squash/stretch sells the motion. Even accessibility skeptics concede: having three discrete ability sets lets players pick favorite playstyles, toggling complexity like manual difficulty sliders without ever dipping into option menus.

Closing Paragraph + Score

So, is The Lost Vikings merely a curious footnote carved into DOS history, or the rune-inscribed Rosetta Stone that decoded co-op puzzlecraft for generations? Little of both (and a heap of charming nonsense besides). Boot it today, whether via Battle.net’s DOSBox wrapper or crunchy floppies, and the game still feels tight, witty, stubbornly fair. You’ll curse when Baleog’s arrow ricochets into Erik’s back, you’ll laugh when Olaf’s shield parachute lets him Mary-Poppins past laser grids, and you’ll stamp desk corners when an alien conveyor resets all three helmets into lava. In other words: timeless, like any good saga told around a fire. My final verdict, delivered with all the gravitas of a pixelated horn-helmet falling down a neon corridor: 9.0 / 10. Not perfect, heck, perfection’s overrated, but essential, inspiring, and still teaching my 2025 brain new knots to untie. (And if you disagree, grab a shield, I’ll line up the trampoline; first one to the exit key buys the mead.)

Leave a Comment

Your email address will not be published. Required fields are marked *

Scroll to Top