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Killing The Player 101, April 11, 2015
The Pyramid of Anharos hails from the heyday of Eamon, a time when Eamon authors who were making what you might call serious adventures – rather than jokey or personally expressive ones – were constantly trying to come up with new ways to outsmart (read: destroy) players who by now had about 100 different paths to hack or cheat their way around standard Eamon mechanics. Where swathes of powerful monsters might not ultimately stop a PC, difficult custom-programmed puzzles that paid no heed to the PC's engorged stats or superweapons probably would. Thus solidified the tradition of difficult, player-killing puzzle Eamons.
My speculation is that this author versus player attitude was exacerbated within Eamon because of authors' infuriating visions of character-hacking, upstart players who really needed to be facepunched to the floor. After all, if you had slaved away at making a challenging Eamon adventure, and you'd finally got it out there back in the days when getting it out there was infinitely more difficult than it is now, would you enjoy the thought of having your game cleared promptly by cheaty types?
Pyramid of Anharos definitely facepunches the player to the floor. It's not really wrathful about what it's doing, but if you put a character you like in the disk drive, it's guaranteed that they will be killed and deleted, probably multiple times, assuming you backed them up or cheated in the first place. The reason this is so tiring in Eamon is because you do have to keep cheating, hacking, breaking the game off and switching disks if you want to complete it, restarting every time. Your saves are deleted, too. Pyramid has tough puzzles and one undoable instant death after another. I reached a point where I become too annoyed with all this to want to risk experimenting any more, so I hit the walkthrough.
The puzzle collection and overall coherence of this game is actually pretty good in an adventuresome sense, and that's why I give it three stars – I consider it a worthy example in the Eamon catalogue of the kind of hyper-frustrating aesthetic I've described. I don't recommend playing it today if you're seeking an entertaining challenge; I only recommend playing it to see what these killer games were like.
There's a desert maze you can overcome if you just hire a guide. Glyphs you can read to learn secret words you need to say. Mummies you can search to find magic items. A few annoying riddles to answer. A gauntlet of deadly rooms with increasingly ravaged corpses on their thresholds as a warning. You also need to keep your water supplies topped up or you die of thirst. The main problem with Pyramid is that you get killed just for trying things out. The other problem is that it's particularly variable in its implementation approach. Sometimes important items are picked out, sometimes they're buried in the scenery. Sometimes you find a secret door by just LOOKing again, sometimes you need to examine a specific unhighlighted object. This amounts to you having to try interacting with everything in about four different ways to pluck the needles from the haystack. And in Pyramid, nothing is not in the haystack.
The author, Pat Hurst, was known for throwing some moral content into his Eamons, mostly of the 'help a beggar or pay later' variety. There's another beggar in Pyramid, though weirdly there's also a desert raiders camp where you basically need to pick which group of folks you'll hack down in order to get to the other side – the children, the women or the men. Tom Zuchowski's walkthrough opts for the women; like he says, it's the most direct route. And when a game is as unreasonably difficult as Pyramid of Anharos, you probably don't want any more indirect routes. It has notable production values, but it's also a prototypically devilish player-killer from middle school Eamon.