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31 replies to this topic

#26 Deteacher OFFLINE  


    River Patroller

  • 3,298 posts
  • Location:Newark, DE

Posted Tue Oct 10, 2017 7:10 PM

It would be cool if the Prototype version could be completed in some way.  I remember playing that version back when I was a kid and being frustrated because I couldn't figure out how to beat it.

#27 Atari Nut OFFLINE  

Atari Nut

    Chopper Commander

  • 209 posts

Posted Wed Oct 11, 2017 6:26 PM

Since the the author is no longer interested, perhaps some of the local talent right here on AA would be willing to give it try.

#28 Mclaneinc OFFLINE  



  • 5,879 posts
  • Location:Northolt, UK

Posted Thu Oct 12, 2017 5:07 AM

Its a nice idea but as I believe that there's no source code available and rooting through someone else's normally undocumented code can be a painstaking and a hard process that I doubt anyone would have the time for that..


Not trying to put the mockers on it, just being real about it..

#29 baktra OFFLINE  



  • 512 posts
  • Location:Czech republic

Posted Thu Oct 12, 2017 5:55 AM

The ending could be possibly simplified. The goal of the game is to get to the Montezuma's ghost. Then, if you just touch Montezuma's ghost, a new 'congratulations' screen can appear. This would be a block of completely new code simply hacked in the existing one. Imperfect, but it will feel like completing the game.

#30 Rybags OFFLINE  



  • 15,759 posts
  • Location:Australia

Posted Thu Oct 12, 2017 6:26 AM

That sort of ending would just be another lame finish like we got with the likes of Shamus, Spelunker and most games out there.


What it needs is a boss fight, probably using whatever swords you can carry.  Hit him in several key areas while avoiding being stomped or shaken off the platforms.

Since the inventory box limits the amount you can carry, the stuff you need to kill him can be spread among surrounding rooms and you have to visit each one to get the goods to complete the fight.

Would need a redesign of that screen and probably the ones around it but ultimately would make for a sensible ending.

#31 Goochman OFFLINE  



  • 6,933 posts
  • Moongates to the Past

Posted Thu Oct 12, 2017 2:13 PM

It looks like it was designed for some sort of boss fight - like you could damage him when he lifts his foot, but alas not completed. 

#32 kiwilove OFFLINE  



  • 845 posts
  • Location:Dunedin, New Zealand

Posted Thu Oct 12, 2017 2:40 PM

The obvious reason for an uninspired ending conclusion to these 16k games - is that there was simply no memory left to provide a satisfying end/ending to it - as players would agree with the programmer to use the memory available for the game itself - in which the player will spend the most time in. Imagine stuff being taken away from the game engine - just so as to fit in a decent end sequence.

Though demo coders probably have shown what can be done with minimal memory available - but still that memory size still was not available ...


Disc based games - of course - don't have such an excuse - and should provide a decent ending / animation sequence - which brings me to the question - what are the best endings in Atari games? See new? thread...



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