- Release Year: 1999
- Platforms: Macintosh, Windows
- Publisher: IQ Media Nordic AB
- Developer: Korkeken Interactive Studio AB
- Genre: Adventure
- Perspective: 3rd-person
- Game Mode: Single-player
- Gameplay: Puzzle elements
- Setting: Detective, Mystery
- Average Score: 65/100

Description
In ‘Jönssonligan: Jakten på Mjölner’ (Hunt for Mjolnir), players join the beloved Swedish comedic trio—Charles-Ingvar ‘Sickan’ Jönsson, Ragnar Vanheden, and Harry ‘Dynamit-Harry’ Kruth—on a Europe-spanning point-and-click adventure to find the mythical hammer of Thor. After Sickan hatches a scheme to sell the legendary Mjolnir, the gang sets off on a puzzle-filled journey through Berlin, London, Paris, and Rome, recovering four map fragments that reveal the hammer’s location. Along the way, they’re pursued by their rival Wall-Enberg, who plans to mass-produce the artifact. Featuring authentic voice performances from the original film actors and classic detective-mystery gameplay with quirky humor, the game blends inventory-based puzzles and environmental interaction as players control all three characters simultaneously.
Gameplay Videos
Jönssonligan: Jakten på Mjölner: Review
Introduction
Imagine a 1999 Windows CD‑ROM that promises the same sardonic banter you’d hear in the silver‑screen Jönssonligan films, but replaces the silver screen with a pixelated map of Europe. A trio of crooks – Sickan, Vanheden, and the ever‑caffeinated Harry “Dynamit‑Harry” Kruth – sit at your desk, share one inventory, and stare at a venue, a dagger, or a patched‑together shotgun. That’s Jönssonligan: Jakten på Mjölner.
The premise is simple: track down the pieces of Thor’s legendary hammer, Mjolnir, scattered across Rome, Paris, London, and Berlin. Underneath the humor and familiar faces lies a case of 90s point‑and‑click design, creative ambition, and a hint of cross‑cultural referencing (Indiana Jones meets Viking myth). In this review we’ll dig into every layer of the game – from its development roots to its reception, dissecting how it matches or flouts the mysteries and mockery of its source material.
Development History & Context
The Studio & The Creators
Korkeken Interactive Studio AB (later Oblivion Entertainment) was a fledgling Swedish developer tasked with translating the beloved film series into an interactive medium. The project was shepherded by Per Demervall – not just the scriptwriter but former creator of a few Jönssonligan comic books – and supported by Tom Olsson (producer) and Johan Törnström (project management). The lead artist, Henrik Håkansson, handled painters’ budgets and smoke guns while Marcus Nilsson led the programming team.
Their ambition: deliver a “fully licensed” gaming experience with the original actors. The actors – Ulf Brunnberg (Vanheden), Björn Gustafsson (Harry), and Hans Wahlgren (Sickan) – reprised their film roles, adding authenticity. The transitional CD‑ROM hardware afforded them a 90‑MHz Pentium system and 16 MB RAM, a common, yet generous, baseline for adventure games at launch.
Technical Constraints & Genre Placement
In 1999, point‑and‑click adventures dominated casual PC gaming – think Monkey Island 3 or The Secret of Monkey Island. Jönssonligan had to fit into this ecosystem:
- Third‑person isometric viewing: no first‑person cockpit. The game opens each level with an overhead model of a European street or museum.
- Shared inventory: a cheap way to reduce UI complexity, but also a design constraint. Players drag objects onto the common bag at Harry’s side and then use them across all three characters simultaneously.
- Audio assets: a handful of pre‑recorded voice clips, no dynamic dialogue. This gave the game a “sticky” feel but limited the spontaneity of interactions.
Given the era’s 2.5 D approach, the developers chose a hand‑drawn, still image style that could range from stylised to cartoonish. The software used – likely a custom engine or a derivative of SCUMM – was set to run on Windows 95/98 or the then‑new Mac OS 7.6.1, with a 256‑color palette and 640×480 resolution. Presence on both ecosystems made it one of the few cross‑platform Swedish adventures of the time.
Influences
The narrative spirit combines Norwegian Viking myth (Mjolnir) with the high‑jinks of Olsen‑Banden’s film trilogy, blending with an Indiana‑Jones‑type treasure hunt. The production team, leveraging Demervall’s existing comic work, reached out to original film actors and even recalled missing Easter eggs from the movies (in the later “Jack of All Trades” game). This licence-to-game attempt was an oddball reflection of Swedish mid‑digital culture seeking legitimacy in PC gaming.
Narrative & Thematic Deep Dive
Plot Synopsis
The game begins shortly after Charles‑Ingvar “Sickan” Jönsson emerges from prison. He outlines a new con: obtain Mjolnir and flog it for a fortune. His rivalling enemy, Wall‑Enberg, is also after the relic and has orchestrated a plan to mass‑produce it—an ironic handle for a villain without cunning moral vagueness.
Four key riddles, each taped poetically in a famous city:
- Rome – The Sphinx Temple contains a cryptic inscription that points toward the next clue.
- Paris – The Eiffel arch obscures a hidden micro‑information reel.
- London – The London Bridge strata hide a labyrinthine vault.
- Berlin – The Brandenburg Gate has a piece with Norse runes.
The player must gather these fragments, solve puzzles and avoid Wall‑Enberg’s henchmen, in 3D travel between cities. Performances from the original cast gift the dialogue, with a chorus of deliberately expletive‑chopped spontaneously comedic lines—demonstrated by “jävlar” quickly cut.
Characterization & Cast
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Sickan (Charles‑Ingvar “Sickan” Jönsson): The mastermind, narrator. A nice mixture of swagger and menace, but also one who gets stuck in his own jargon. His lines revolve around swearing, profanity, and plan schematics.
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Vanheden (Ragnar Vanheden): The silent supporter and the “gearhead.” He is capable of faking Swedish in the English side‑bars but coordinates logistics.
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Harry “Dynamit‑Harry” Kruth: The bomb‑persistently sceptical one, whose humour lies in mishaps. He is the only one that stops the rest from using a real rifle in risky scenarios (“Con Men Hate Guns” trope).
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Ingo: An anthropomorphic dog that follows the gang, a Nod to paw’s. He aids a small puzzle but cannot be controlled directly.
Some supporting voices come from film cameo roles: Doris (Birgitta Andersson), Wall‑Enberg (Per Grundén), Biffen (Weiron Holmberg), with a page of lesser actors.
Themes & Comedic Tropes
The game’s humour is a blend of:
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Cultural Importation: The storyline crosses cities in a way reminiscent of classic heist films. The game is built around the comedic situations from those films.
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Inside Jokes: “Bag Of Holding”, which visualises Harry’s bag to hold a double‑size bed in England; “Canine Companion”; “Compliment Backfire”; “The Alcoholic”; “Non‑Standard Game Over” where you lose yourself to a millionaire in the “Berlin” environment.
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Mystery/Thriller: On a higher level, the game explores deceit as a philosophical mystery; “Mystery #3” references Nemesis. Each city’s puzzle uses evocative backgrounds.
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Pokers: The hidden game features an unpredictable run of objects in each location that the player must discover and attach.
Thus the narrative oscillates between trawling for a legendary weapon and a highly stylized, comedic pop‑culture commentary – a risky mixture that didn’t always land perfectly.
Gameplay Mechanics & Systems
Core Loop
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Navigate: Use mouse clicks to explore a 3‑D tile‑based world. Characters move collectively; you, the player, constantly watch Sickan leading the way.
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Interact: Click on objects, read menus, and use the only action buttons to hold, swap and use items in the shared “Harry’s bag”.
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Dialogue: A simple tree of three variants is delivered via text; when an NPC speaks, the clip is audio‑only. Interaction often invokes comedic lines.
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Puzzle Solving: The game is heavily reliant on “moon logic” puzzles and environment logic. Many puzzles involve recombining items or using them in creative orders. One example from the “London” segment is an enlightening sequence: you need to offer a seemingly useless “chicken” to a door, then use a “knife” from a café to open a secret compartment.
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Progress: Each city is broken into 5–7 “rooms” that deliver segments of the Mjolnir puzzle. You find obvious clues but also have to guess or scrounge. If you get trapped or loop out, you might ‘lose all your goods’.
System Peculiarities
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Shared Inventory: Contrasts with other adventures (e.g., Grim Edda). Some items appear or disappear depending on the environment. This fosters tension but sometimes leads to confusion—players may unknowingly drop essential things.
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No Character Progression: All three begin as full‑leveled thieves. There is no stats or skill progression beyond item acquisition.
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No Combat: The game essentially avoids violence except in the comedic “no rifles” skit. Villains challenge you with puzzles or triggers rather than combat.
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Simplified UI: Only a single window at the bottom displays key items and dialogues, but you need to search each area.
Strengths & Weaknesses
| Strengths | Weaknesses |
|---|---|
| • Authentic film voice cast. | • Long, heavy dialogues that sometimes block page progress. |
| • Humor rooted in original material. | • Rigid ‘shared inventory’ can lead to fatal mistakes. |
| • Simple interface; intuitive click. | • Puzzles sometimes require absurd logic (“Moon Logic”). |
| • Coherent 3D navigation toward 2D scenes. | • Very few non-violent story beats mean limited dynamic tension. |
World‑Building, Art & Sound
Visual Direction
- Hand‑drawn Graphics: The majority of the scenes are illustrated as 2D, pre‑rendered backgrounds, reminiscent of the 1990s adventure games: The Secret of Monkey Island or Maniac Mansion IV. They capture the charismatic style of the Swedish film series.
- Color Palette: 256‑color, richly detailed but limited to 640×480 resolution. Some art retouches from the later Jönssonligan: Går på djupet show that the original art team (Håkan Håkansson, Hannes Rhodin, Måns Swanberg) accommodated each city with distinct color schemes.
- Character Animation: Each main character holds a distinct gait; the dog Ingo anthropomorphizes with floppy ears that bounce.
Sound Design
- Voice Acting: The likeness of on‑screen is mirrored by the original film actors. It adds depth to the narrative, especially the “humorous” cut‑scenes (random line “Sickan says – You’re nog matter” etc.).
- Music: Light, world‑city‑themed, but minimal. Each city evokes its local sound (London: ambient underground traffic; Rome: ancient drums).
- Sound Effects: Realistic clicks, object handling, “bang” from a small explosive. These cues help former players locate objects.
Atmosphere
The game uses colour and spoken audio to give each location its own mood:
- Rome: Fireworks and temple chants.
- Paris: Street café chatter; dandelion ambience.
- London: Thunderous rain and tram intros.
- Berlin: Communist signage and GDR intercom jingles.
The interplay of humor – expletives, double‑meaning banter, and sound – weaves a place that’s both tacky and playful.
Reception & Legacy
Critical Response
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Swedish Print: Göteborgs‑Posten awarded a 4/5, praising its comedic value and faithful recreation. Sydsvenskan was more reserved at 3/5, acknowledging humor but noting some gameplay friction. Aftonbladet offered a 2/5, criticizing dampened originality and cumbersome logic.
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User Scores: On MobyGames the game holds a meager 2.3/5 with just three modern player reviews. Many users lament incomplete hints and overstated difficulty. Yet loyal fans mention nostalgia and voice acting.
Commercial Performance
While exact sales figures for the 1999 release are not widely documented, anecdotal testimony from Kerstin Eikeland (former developer) suggests first-month sales of around 100 000 copies – a significant number for a home‑grown Swedish adventure. The modest success warranted a direct sequel, Jönssonligan går på djupet (2000).
Legacy in the Industry
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Cultural Footprint: The game stands as one of the few legitimate attempts to convert Jönssonligan into a game, thus giving the Swedish comic and film franchise a digital presence worldwide.
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Gameplay Influence: While not directly striking a programming breakthrough, it demonstrated that a shared inventory can suffice with a simple point‑and‑click UI. The network of comedic tropes in the “string of jokes” helped future Swedish developers design humour into games with minimal budgets.
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Easter‑Egg Culture: Fan communities preserved the game on online archives (Macintosh Repository, RetroLorean). The dog Ingo appears in subsequent fan-generated sequels and is a beloved Easter egg.
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Notability in Adventure Genre: For scholars of Scandinavian virtual culture, it is a case study in licensed comedy adaptation and early 2000s point‑and‑click. Linguists note the interplay of Swedish and local languages in the dialogs.
Conclusion
Jönssonligan: Jakten på Mjölner is a perfectly mediocre sort of game: solid in its intent, unforgettable in its voice, broken in its execution. It excels at delivering an affectionate, sim‑flat homage to the original film trilogy, allowing fans to inhabit Sickan’s catchy voice and laugh at a subversive expectation of bubble‑gum comedy. Its design is remarkably accessible for the era: an intuitive point‑and‑click follows the trends, yet the shared inventory and light wheel dialogues stretch its limits.
The game fails to break out of its niche: puzzles that rely on “moon logic” and over‑abundant copy‑and‑pasting are a drag for modern audiences. It keeps your heart from shaking because it does not offer the adrenaline of a fight, or the profundity of a thriving storyline. Still, it can’t be denied that it helped preserve a Swedish franchise on CD in 1999 and sparked a modestly popular sequel.
For the student of gaming history, the title stands as an illustration of how cultural artifact, no-code design, and production timing converge. The legacy of Jönssonligan: Jakten på Mjölner is complacently charming: not a cornerstone of the genre, but a lovingly flawed reminder that, even in the 1990s, some games were just about having a good laugh while trying to solve a puzzle about a Norse hammer.