As I'm sure anyone who plays videogames knows, sometimes games just show up in your life for no real reason. Parents and relatives will buy games for the children in their lives because they know those kids love games. That's just about the only reason I can think of as to why I even know what this game is, because I swear I played this game first before I ever even watched the movie. I had to ask my parents to get me a copy of the movie well after the fact. But I genuinely don't know why I would ask them to do that, because this game terrified me.
I have always been afraid of puppets. Growing up in Canada, we had a channel called YTV. You can think of this as the Canadian equivalent of Nickelodeon. YTV had a lot of very strange original programming involving puppets back in the 90s. The internet seemed to be awash with memes from Nanalan' not too long ago, which came from the same era. The station's mascots were called The Fuzzpaws, who originally co-hosted the Treehouse programming block for little little kids (source: Wikipedia), but were eventually spun-off into a show. Way back during their Treehouse era, there was this... I don't even know what you'd call it. It was mainly informational, an ad to tell viewers where they could send the station mail, like their post-office box. But after having the mailing address on-screen for a bit, the scene would change to a plain, light-blue backdrop. Then a puppet would walk from off-screen into the center. This puppet had a dark-blue body, a red beak, stringy yellow hair, and beady little eyes. I used to say it was a duck. The internet tells me his name is Fezz. Fezz looks right into the camera and SCREAMS. They were jump-scaring kids, and I know this was real, because my mom brought it up in a random conversation a couple years back. I was going to try to find this ad but just looking at pictures of this puppet actually makes me cry. I am nearly 30 years old, and this puppet still unsettles me like few other things can. I wanted to see if I remembered the sound of that scream accurately all these years later but I literally can't make myself do it. But I remember what I called this thing, the Da Duckie, because it looked at you and screamed "DAAAAAAAAAAA" before the camera cut. I still remember nightmares I had where this thing would come into my home just to scare me.
And I bring this up because I really don't get why my parents kept putting puppets in front of my face. I hated watching Sesame Street because the puppets scared me, especially when they would do typical Muppet chaotic slapstick and destroy something or hurt each other. All my worst nightmares involved being attacked by puppets, and that stuff was just making them worse. And yet for some reason I was also born with this bizarre morbid curiosity to dig into things which scared me. I still watched YTV even when that ad was on. Sometimes I would shut it off, but other times I would keep it on to try to figure out why it scared me (which never worked, it just scared me again).
So, we come to this game, Muppet Treasure Island for PC, a very light adventure game for children with live-action Muppets, where they LOOK DIRECTLY AT THE CAMERA AND TALK TO YOU. I cannot imagine why I ever, EVER put up with this. But the thing is it was kind of great. I was afraid at almost every turn playing this game, but the more I put in, the more I really liked it. It took me forever to figure out, but the environmental puzzles were actually exactly the right amount of difficult for me way back then. Playing it again now I could figure it all out in a heartbeat, but it also reminded me how much I really loved this game. It was gentle. It was funny. Somehow, this game, which places you in a no-fourth-wall environment where the characters directly address you, feels less antagonizing and less terrifying than watching these same puppets in their usual chaotic selves. I was actually really happy to see how much of this lived rent-free in my head, and how cozy it was to return. Years and years later, I would develop a taste for post-modern videogames like Metal Gear Solid, which directly address the relationship between players and games through fourth-wall breaking motifs, and I think it's kind of neat that I can draw lines back to this game as an influence.
But I did say that this game scared me, and I can tell you why. The little bird friend, Stevenson, named for the author of the original Treasure Island, does talk right at you in close-ups, and his eyes go kind of big, and he does get a little excited. I know my tiny child brain saw that and filed it in the same seat of horror as Fezz's jumpscares, because I would have nightmares where Stevenson would just, like, be there and squawk. But there was another reason why it scared me: I had to change the CD-ROM.
One of my other oldest fears is when technology borks up: computers making strange noises, the blue screen of death, visual snow, bugs and glitches, computers seemingly doing things without user input, and of course whenever you do something to them and get an unexpected result. Old computers did a lot of weird things if you messed up, especially if you accidentally ejected the disc with your tiny foot. And yet here was this game, which came on three CD-ROMs, asking me to eject a disc at certain moments only to put another one in. Those moments always felt so terrifying, so fraught, like I was being asked to disarm an explosive in my home. As I mentioned in my Aladdin entry, I was the household troubleshooter, which came with a weird double standard: I had to fix things, but I was also trusted not to break things, and if I broke something then I would have to get my dad to fix it. He really didn't like having to fix things I broke.
Billy Connolly, who plays Billy Bones in the movie and filmed original footage for this game, mentions "the horrors" in the first moments of the game. This is actually a reference to the original text of Treasure Island, which has a lot more rum in it. The same character in the source text drinks himself to death, begging Jim Hawkins to bring him rum after a doctor orders him off it. His hands tremble and he says "the horrors" have begun, but rum will chase them off. This character is an alcoholic who self-medicates to escape traumatic flashbacks, and the last remaining glimmer of that in this adaptation of an adaptation is a little throwaway line used to shoo away Gonzo and Rizzo. And I knew what that was, I was very sure I knew what that was, so I closed the game to start reading the book before I made anymore progress just so I could confirm it. Imagine my shock to find out that this game, which I played when I was very little, would lead me back into very timely conversations I'm having right now about trauma, mental illness, narcotic dependence, and colonialism. There is no pirate story without colonialism, but rather than go into that in my own unresearched words, I will direct you instead to this excellent video about a more contemporary pirate story, Our Flag Means Death, from the YouTube channel voice memos for the void.
I will leave you with this image, me, shaking at 29, realizing that this game is making a glib reference to a problem I face in my adult life, of being chased by horrid recollections and self-hatred into dangerous coping strategies to escape them. I'm not an alcoholic, but I've known more than a couple, and had my own issues with using it or other substances and methods to get by. Seek help if you can, when you're able, if you too find yourself among horrors and demons <3
Other games I've enjoyed from the year 1996:
Super Mario 64 (N64), Crash Bandicoot (PS)


