Adventure Games of the 2000s, Part 2 Codexery

Sphinx and the Cursed Mummy

Two heroes, one ancient evil, in a Zelda-inspired Egyptian world.

Sphinx and the Cursed Mummy

Sphinx and the Cursed Mummy is an action-adventure game from 2003, developed by Eurocom and released by THQ on GameCube, PlayStation 2, and Xbox. A mobile phone version followed in 2004. THQ Nordic later issued a high-definition remaster for PC in 2017 and for Nintendo Switch in 2019.

The story takes place in a fantasy realm inspired by Ancient Egypt. Players control two characters: the demigod Sphinx and the mummified Tutankhamun, who work together to thwart the evil god Set. Gameplay blends platforming and puzzles. Sphinx’s sections involve combat and exploring open areas, while Tutankhamun’s focus on elemental puzzles inside Set’s stronghold.

The project began life as an animated film concept in 1999, created by Spanish studio Anibyte. When funding fell through, Anibyte brought the idea to Eurocom, and it was reworked into a game. Production started in 2000. The developers wanted to emphasize exploration and puzzles within an Egyptian-themed world, and they compared the gameplay to The Legend of Zelda. Some areas and features were cut from the final release, though fan-made mods later restored them for the remaster. Critics praised the game’s gameplay and art direction, but it sold poorly.

In the plot, the priest Imhotep sends Sphinx and his fellow demigod Horus to retrieve the Blade of Osiris. Horus appears to die, but Sphinx recovers the blade. Meanwhile, in Luxor, the young Tutankhamun is transformed into a mummy by Set, who is disguised as his brother Akhenaten. Sphinx disrupts the ritual and later learns that Set and Osiris were once the single deity Ra, split apart by an ancient war. With guidance from Anubis, Sphinx collects four Sacred Crowns to summon Osiris and reunite the two. Tutankhamun retrieves the final crown but is captured. Sphinx defeats Set, and Ra is restored. Tutankhamun accidentally breaks the jar containing his life force, but Imhotep promises to help him regain human form.

Development lasted three years, including six months to a year of pre-production. The team briefly considered an Arabian aesthetic before settling on Ancient Egypt after positive feedback on the mummy design. Composer Steve Duckworth blended Western orchestral music with Arabian elements. Eurocom wanted voice acting, but THQ declined, a decision staff later regretted.

Quick Facts

Title
Sphinx and the Cursed Mummy
Developer
EurocomMobile version developed by Humagade. Remaster handled by THQ Nordic and developed by Ismael Ferreras Morezuelas.
Publisher
THQ / THQ Nordic (Remaster)
Platforms
GameCube, PlayStation 2, Xbox, Mobile, Windows, macOS, Linux, Nintendo Switch, PlayStation 4, Xbox One
Genre
Action-adventure
Modes
Single-player
Director
Victor Garrido
Producer
Victor Garrido · Padraig Growley
Designer
Martin Kilcoyne
Programmer
Martin Hall
Artist
Julian Romero
Composer
Steve Duckworth

Facts from the source article.

Lore & Background

The game began as an animated film concept in 1999 by Spanish animation group Anibyte, which had worked with Eurocom on CGI cutscenes for 40 Winks. When funding for the film fell through, Anibyte brought the project to Eurocom and it was redesigned as a video game. Production started in 2000 and lasted three years, with a pre-production period of six months to a year. The team wanted an exotic setting, briefly considering an Arabian-style design before settling on Ancient Egypt after positive feedback on the mummy design. The characters and enemies were designed by Julian Romero, and the music by Steve Duckworth blended a Western orchestral sound with Arabian elements. Voice acting was desired by Eurocom staff but THQ declined it, a decision staff later felt was a mistake. The game was designed as the potential start of a franchise, with sequels and multimedia expansions considered.

Reader's Guide

Sphinx and the Cursed Mummy was Eurocom's first major attempt at creating an original property after years of licensed games. Its dual-character system, with Sphinx focusing on combat and exploration and Tutankhamun on puzzle-solving and stealth, was present from early production. The team aimed for a balance between action, platforming, and puzzles, and compared the experience to The Legend of Zelda. The game's basic design did not change during development, though the mummy's role grew due to positive internal feedback. Several areas and gameplay elements—including an underwater realm called Akaria and the jungle-dominated Sakkara—were cut to meet the release date. These elements were later restored in the remaster via fan-created mods. Despite positive critical reception for its gameplay and art design, the game sold poorly. Eurocom retained the rights after release and unsuccessfully attempted a sequel; the intellectual property was later bought by THQ Nordic in December 2016, leading to the remaster.

Did You Know?

Colonial Roots and the Romantic Mummy

The mummy-as-fictional-undead traces its earliest roots to the nineteenth century, a period when Ottoman-held Egypt came under the influence of French and then Victorian British colonialism. During this era, the first living mummies to appear in Western storytelling were overwhelmingly female figures, cast as objects of desire and romantic attachment for the story's protagonist. This framing was not merely a narrative choice; it functioned as a metaphor for the sexualized Orientalism and the broader colonial fantasy of the East as an alluring, exotic other. Writers such as Théophile Gautier, Bram Stoker, Arthur Conan Doyle, H. Rider Haggard, Grant Allen, Julian Hawthorne, and H. D. Everett all contributed to this tradition. Everett's novel Iras: A Mystery pushed the trope to its most literal extreme, depicting a protagonist who actually marries a mummy that assumes the appearance of a beautiful woman. These early works established a template in which the mummy served less as a threat and more as a seductive, otherworldly companion, embedding colonial attitudes deep into the genre's DNA.

The Monster Mummy and the Gothic Pantheon

By the 1930s, the seductive, romantic mummy of the Victorian era had been largely displaced by a far more fearsome archetype. Boris Karloff's portrayal in the 1932 film The Mummy marked the definitive turn, transforming the bandaged undead into a genuine monster and slotting the mummy firmly into the same pantheon as Count Dracula and Frankenstein's creature. From that point forward, the mummy became a staple of horror cinema and pulp entertainment. The influence spread into comics as well: EC Comics' titles Tales from the Crypt, The Haunt of Fear, and The Vault of Horror all featured mummified antagonists, while Marvel Comics developed its own long-running mummy character, N'Kantu, the Living Mummy. Even the Crypt-Keeper's own family tree was steeped in the trope, as Tales from the Crypt issue 33 revealed his parents to be a four-thousand-year-old female Egyptian mummy and a two-headed corpse. This era cemented the mummy's identity as a creature of dread rather than desire, a shift that would define popular imagination for decades.

The Romantic Revival of the Late Twentieth Century

The late twentieth century brought an unexpected resurgence of the romantic mummy archetype that had dominated nineteenth-century fiction. Anne Rice's 1989 novel The Mummy, or Ramses the Damned rekindled the tradition by centering on a benevolent, immortal mummy who is reanimated by Edwardian-era archaeologists and enters into a sexual relationship with a female protagonist. The novel was later followed by a 2017 sequel, and the broader mummy mythology was further explored in The Kane Chronicles series. The trend gained additional momentum through the late 1990s, 2000s, and 2010s, appearing in works as varied as Tom B. Stone's 1997 novella Don't Tell Mummy, the "Inca Mummy Girl" episode of Buffy the Vampire Slayer, Annette Curtis Klause's 2006 fantasy novel Freaks: Alive on the Inside, and Pendulo Studios' 2011 video game The Next Big Thing. This revival demonstrated that the mummy could once again function as a figure of intimacy and fascination rather than pure terror, echoing the colonial-era romances while updating them for modern audiences.

A Literary Lineage Spanning Two Centuries

The mummy's literary history stretches from the early nineteenth century into the twentieth, yielding a rich and varied body of work. Ludwig von Baczko's 1818 short story "The Magic Mirror" features a mummy that animates when a character attempts to destroy an enchanted mirror, while Jane C. Loudon's 1827 novel The Mummy! presents a science-fiction scenario in which an Egyptian mummy named Cheops is revived in the twenty-second century. Edgar Allan Poe contributed a satirical take in his 1845 piece "Some Words with a Mummy," and Louisa May Alcott's 1869 story "Lost in a Pyramid" helped establish the mummy's curse subgenre. Arthur Conan Doyle's 1892 "Lot No. 249" is often cited as the first story to depict a reanimated mummy as truly sinister, a stark contrast to the benevolent mummy in his 1890 "The Ring of Thoth." Bram Stoker's 1903 The Jewel of Seven Stars introduced mummy possession, a device later reversed by Robert Bloch in his 1938 "Eyes of the Mummy." H. P. Lovecraft wove mummies into his broader mythological framework in both the 1924 Houdini ghostwritten story "Imprisoned with the Pharaohs," set beneath the Great Sphinx of Giza, and the 1935 "Out of the Aeons."

Frequently Asked Questions

Who is Sphinx and the Cursed Mummy?

It is a 2003 action-adventure game created by Eurocom and released by THQ, set in a fantasy world loosely modeled on Ancient Egypt. You play as two heroes—a demigod named Sphinx and the mummified pharaoh Tutankhamun—who must join forces to stop the evil deity Set.

What are Sphinx and the Cursed Mummy's powers and roles in gameplay?

Sphinx handles the combat-focused, open-area exploration segments, while Tutankhamun takes on the puzzle-solving and platforming portions. The two characters are designed to complement each other, with the demigod warrior and the mummified pharaoh each bringing distinct abilities to the shared adventure.

Why is Sphinx and the Cursed Mummy considered important in the genre?

It stands out as a dual-character action-adventure that fuses Zelda-style exploration with Egyptian mythology, and it was one of Eurocom's early console titles. THQ Nordic later issued high-definition remasters for PC in 2017 and Nintendo Switch in 2019, keeping the game available to new audiences.

What platforms can I play Sphinx and the Cursed Mummy on?

The original November 2003 release shipped for GameCube, PlayStation 2, and Xbox, with a mobile phone port arriving in 2004. Modern players can pick up the HD remaster on PC (2017) or Nintendo Switch (2019), both published by THQ Nordic.

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