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Montezuma's Revenge (video game)

From Wikipedia, the free encyclopedia
1984 video game
1984 video game
Montezuma's Revenge
Commodore 64 cover
DeveloperUtopia Software
PublisherParker Brothers
DesignerRobert Jaeger
PlatformsApple II,Atari 2600,Atari 5200,Atari 8-bit,ColecoVision,Commodore 64,IBM PC,Master System
AsPanama Joe:
ZX Spectrum
Release
GenrePlatform
ModeSingle-player

Montezuma's Revenge is aplatform game for theAtari 8-bit computers,Atari 2600,Atari 5200,Apple II,ColecoVision,Commodore 64,IBM PC (as aself-booting disk), andZX Spectrum (asPanama Joe). It was designed and programmed by Robert Jaeger and published byParker Brothers in 1984. The game's title references acolloquial expression fordiarrhea contracted while visiting Mexico.

In 1988, a port was published for theMaster System, which retains the basic gameplay and level structure, but with improved graphics, sound, and additional features.

Gameplay

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Gameplay screenshot (Atari 8-bit)

The player controls a character called Panama Joe (a.k.a. Pedro), moving him from room to room in thelabyrinthine underground pyramid of the 16th centuryAztec temple of emperorMontezuma II, filled with enemies, obstacles, traps, and dangers. The objective is to score points by gathering jewels and killing enemies. Panama Joe must find keys to open doors, collect and use equipment such as torches, swords, amulets, etc., and avoid or defeat the challenges in his path. Obstacles are laser gates, conveyor belts, disappearing floors and fire pits.[1][2][3]

Movement is achieved by jumping, running, sliding downpoles, and climbing chains and ladders. Enemies are skulls, snakes, and spiders. The player has a limited number of inventory slots for carrying items, and cannot collect any other items or jewels if all slots are filled. A further complication arises in the bottom-most floors of each pyramid, which must be played in total darkness unless a torch is found.

The pyramid is nine floors deep, not counting the topmost entry room that the player drops into at the start of each level, and has 99 rooms to explore. The goal is to reach the Treasure Chamber through the entrance in the center room of the lowest level. Upon entry, the player has a short time to jump from one chain to another and pick up as many jewels as possible. However, jumping onto a fireman's pole will immediately take the player to the next level; when time runs out, the player is automatically thrown onto the pole.

There are nine difficulty levels in all. Though the basic layout of the pyramid remains the same from one level to the next, small changes in details force the player to rethink their strategy. These changes include:

  • Blocking or opening up certain paths (by adding/removing walls or ladders)
  • Adding enemies and obstacles
  • Rearrangement of items
  • More dark rooms and fewer torches (in level 9, the entire pyramid is dark)
  • Enemies that do not disappear after they kill Panama Joe (starting with level 5)

The player can reach only the left half of the pyramid in level 1, and only the right half in level 2. Starting with level 3, the entire pyramid is open for exploration.

Development

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Robert Jaeger had previously writtenChomper (aPac-Man clone) andPinhead (aKick Man clone) for theAtari 800 computer.[4] In 1983, Jaeger's friend Mark Sunshine suggested Jaeger make a game with a Meso-American theme and call it Montezuma's Revenge.[4] Jaeger, who was only 16 at the time, developed the game on an Atari 800 and exhibited the still-unfinished game with his father at aConsumer Electronics Show in 1983. At the time, the game lacked proper ending, featuring a gigantic King Montezuma as aboss who can stomp the player character to death but cannot be defeated;[5] the game's labyrinth was also unfinished with half of its rooms being empty.[6] The prototype game contained an animated title sequence, accompanied by a rendition of "Spanish Flea" as a placeholder music, with Mark Sunshine being credited on-screen for the concept.[4]

Parker Brothers officials expressed interest and quickly convinced Jaeger to sign the rights over to them.[4] The original prototype that Jaeger developed required 48KB ofRAM and a disk drive. Parker Brothers decided to convert the game to cartridge format, to allow it to reach a wider audience of computer owners with 16 KB of RAM and no disk drives, and to convert the game to theAtari 5200 console.[4] The conversion was performed by Bob Halliday and Charlie Sebor of Base Two.[7] The developers finished the game and replaced the unfinished boss sequence with a final treasure room, introduced levels with increasing difficulty, and also removed several minor gameplay features, including the animated title screen, to fit the game in a 16 KB cartridge.[8]

Parker Brothers released versions for the ColecoVision, Atari 2600, and Atari 5200 consoles, and for the Apple II, Commodore 64, IBM PC, and Atari 8-bit computers. To reduce costs, Parker Brothers released the Commodore 64 and Atari 8-bit versions on disk instead of cartridge. In the UK and Ireland, it was also released on cassette tape for the Atari and Commodore 64 .[9]The C64 and Atari versions came on a singleflippy disk–likewise for the IBM PC and Apple II versions.

The IBM PC port uses a CPU-based speed loop and is too fast to be playable on 286 and up machines.[10] A cassette tape version was developed separately in the UK for the Sinclair Spectrum. The Atari 2600 cartridge is 8K and has half the levels of the other versions.

Reception

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From contemporary reviews,The Video Game Update described the game as "exciting and frustrating", explaining that "There's nothing more endearing to a dedicated game player than the challenge of beating a seemingly impossible situation, of finding just one more chamber, or of discovering the perfect combination of moves to reach a formerly unreachable object.Montezuma's Revenge provides just this kind of challenge."[11]

Computer and Video Games rated the ColecoVision version 87% in 1989.[12]

The games sold over 600,000 copies by 1997.[13]

Legacy

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In 1998, a 3Dfirst-person game was developed forMicrosoft Windows by Utopia Technologies calledMontezuma's Return! A 2D version for theGame Boy andGame Boy Color was developed byTarantula Studios.

An enhanced version ofMontezuma's Revenge was released foriOS andAndroid.

A reviewer for theGamesTM magazine calledMontezuma's Revenge an early example of what later became known as theMetroidvania genre.[14]

Atari 2600 games were used as challenges forArtificial intelligence researchers. In 2013, progress was made on general algorithms which could learn to play multiple games, but they failed onMontezuma's Revenge andPitfall!.[15][16] In 2018, researchers fromOpenAI made progress onMontezuma's Revenge.[17][18] Later in the year,Uber developed Go-Explore, a new approach toreinforcement learning, which could easily handle both games.[19][20]

A remake titledMontezuma’s Revenge 40th Anniversary Edition was released on 16 January 2025. Robert Jaeger was involved with the production. A previously unreleasedDirector's Cut version of the original game is planned to be included with the remake.[21]

References

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  1. ^"Game Manual, Atari 5200, p.7". Archived fromthe original on 2012-10-16. Retrieved2010-10-29.
  2. ^"Game Manual, Atari 5200, p.8". Archived fromthe original on 2012-10-16. Retrieved2010-10-29.
  3. ^"Game Manual, Atari 5200, p.9". Archived fromthe original on 2012-10-16. Retrieved2010-10-29.
  4. ^abcde"DP Interviews... ...Robert Jaeger". Digital Press. 2009.
  5. ^"Atari systems Easter Eggs: MONTEZUMA'S REVENGE". Digital Press.
  6. ^Derboo, Sam (1 February 2014)."Hardcore Gaming 101: Montezuma's Revenge".Hardcore Gaming 101. Retrieved19 July 2025.
  7. ^CRV (August 2008)."Interview:Bob Halliday and Chase Sebor".Game Developer Research Institute. Retrieved19 July 2025.
  8. ^"Atari Protos: Montezuma's Revenge". Atari Protos.com.
  9. ^"Atari 400 800 XL XE Montezuma's Revenge : Scans, dump, download, screenshots, ads, videos, catalog, instructions, roms".
  10. ^"Montezuma's Revenge – breadbox64.com".
  11. ^Computer Entertainer includes The Video Game Update 1984, p. 92.
  12. ^"Complete Games Guide"(PDF).Computer and Video Games (Complete Guide to Consoles):46–77. 16 October 1989.
  13. ^"Montezuma Returns".utopiatech.com. August 28, 1997. Archived fromthe original on February 9, 1999. RetrievedJune 6, 2022.
  14. ^Szczepaniak, John. "Backtracking: The History of Metroidvania".GamesTM. No. 116.Imagine Publishing. pp. 148–153.
  15. ^Hassabis, Demis; Legg, Shane; Wierstra, Daan; Kumaran, Dharshan; King, Helen; Antonoglou, Ioannis; Sadik, Amir; Beattie, Charles; Petersen, Stig (February 2015). "Human-level control through deep reinforcement learning".Nature.518 (7540):529–533.Bibcode:2015Natur.518..529M.doi:10.1038/nature14236.ISSN 1476-4687.PMID 25719670.S2CID 205242740.
  16. ^Juliani, Arthur (2018-07-13)."On "solving" Montezuma's Revenge".Arthur Juliani. Retrieved2019-03-01.
  17. ^Salimans, Tim; Chen, Richard (2018-07-04)."Learning Montezuma's Revenge from a Single Demonstration".OpenAI Blog.arXiv:1812.03381.Bibcode:2018arXiv181203381S. Archived fromthe original on 2019-02-27. Retrieved2019-03-01.
  18. ^"Reinforcement Learning with Prediction-Based Rewards".OpenAI Blog. 2018-10-31. Retrieved2019-03-01.
  19. ^Knight, Will."Uber has cracked two classic '80s video games by giving an AI algorithm a new type of memory".MIT Technology Review. Retrieved2019-03-01.
  20. ^Ecoffet, Adrien; Huizinga, Joost; Lehman, Joel; Stanley, Kenneth O.; Clune, Jeff (2019-01-30). "Go-Explore: a New Approach for Hard-Exploration Problems".arXiv:1901.10995 [cs.LG].
  21. ^McFerran, Damien (12 March 2023)."1983 Classic Montezuma's Revenge Is Coming Back To Life".Time Extension. Hookshot Media. Retrieved12 March 2023.

Sources

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External links

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