Montezuma's Revenge
Platforms:
Apple II,
Atari 2600,
Atari 5200,
Atari 8-bit,
ColecoVision,
Commodore 64,
IBM PC/Compatibles,
Sega Master System,
ZX Spectrum
Also Known As
- Panama Joe - ZX Spectrum title
- Predatore - Italian title
Overview
Atari 5200 version of Montezuma's Revenge
Gameplay
Montezuma's Revenge takes place in a pyramid consisting 99 rooms that are arranged into 10 floors
(including the initial room players begin in). The goal on each level is to reach the treasure room located
in the center of the bottom floor
while collecting treasures for bonus points along the way. Most rooms in the pyramid have some sort of danger or obstacle
players need to get past; this includes deadly laser gates that appear and
disappear, fire pits, conveyor belts, disappearing floor sections, and
dangerous killer creatures such as bouncing skulls, snakes, and spiders. Contact with any of
the dangers causes players to lose a life; on easier levels, any of the creatures that cause
a player to lose a life will disappear from the screen while on higher levels the creatures always remain.
Additionally, players can lose a life if they fall too far off of a platform. The game ends when players have lost
all of their lives. Points are earned in the game for eliminating the killer creatures, collecting treasures and
special items, and opening doors. Players earn an extra life for every 10,000 points on levels 1-3 or for every
20,000 points on levels 4 and up.
To navigate through the rooms players can walk along the platforms, jump, climb up chains, slide down poles, and climb up or down ladders. Each room has a different layout frequently requiring a careful strategy to get through safely. Throughout the pyramid are various colored keys; some rooms have locked doors and players will not be able to open them unless they have picked up a key of the matching color. Some rooms (usually near the bottom of the pyramid) are dark; players can attempt to navigate in the dark, or the room can be lit if a torch is found. One exception is the last level where every room is dark and there are no torches.
While each of the nine levels take place in the same pyramid with the same room arrangement, there are some differences:
To navigate through the rooms players can walk along the platforms, jump, climb up chains, slide down poles, and climb up or down ladders. Each room has a different layout frequently requiring a careful strategy to get through safely. Throughout the pyramid are various colored keys; some rooms have locked doors and players will not be able to open them unless they have picked up a key of the matching color. Some rooms (usually near the bottom of the pyramid) are dark; players can attempt to navigate in the dark, or the room can be lit if a torch is found. One exception is the last level where every room is dark and there are no torches.
While each of the nine levels take place in the same pyramid with the same room arrangement, there are some differences:
- On the first level, the entire right side of the pyramid is inaccessible. On the second level, the entire left side is inaccessible. From the third level on, the entire pyramid is available to explore.
- Higher levels have additional (and faster) killer creatures.
- Items may be in different locations.
- Higher levels have more rooms that are dark.
- Walls and doors may be added or removed requiring players take a different path through the pyramid.
- Amulets: When an amulet is collected, all of the killer creatures temporarily become harmless allowing players to walk straight through them safely. The effect lasts a short time, and the amulet disappears from the inventory once it wears off.
- Jewels: Jewels are worth 1000 points when collected.
- Keys: Opens one door of the same color.
- Swords: Allows players to eliminate skulls or spiders when coming into contact with them.
- Torches: Allows players to light up dark rooms.
Variations
Due to limitations of the system, the Atari 2600 version of the game only includes 23 rooms instead of the full 99.
Gameplay otherwise remains the same.
Credits
Platform:
Atari 8-bit
|
||
By: | Robert Jaeger | |
Concept by: | Mark Sunshine | |
Programmed by: | Bob Halliday, Chase Sebor |
Documentation
Instruction Manual
Apple II,
Atari 8-bit,
Commodore 64,
IBM PC/Compatibles
BCI Software release
|
PDF JPEG | |
Instruction Manual
Atari 2600
|
PDF JPEG | |
Instruction Manual
Atari 5200,
Atari 8-bit,
ColecoVision,
Commodore 64
|
PDF JPEG |
Marketing
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