Montezuma’s Revenge – The 40th Anniversary Edition review

Four decades on, death is ubiquitous as ever

Many historians consider 1993’s Super Mario Bros. the first game-to-movie adaptation. But more than a decade earlier, the opposite regularly occurred, with popular films spawning both licensed games like 1982’s E.T. The Extra-Terrestrial, Alien, and The Empire Strikes Back as well as titles that unambiguously referenced blockbusters.  And while a sixteen-year-old Robert Jaeger didn’t see Raiders of the Lost Ark before starting to code Montezuma’s Revenge, the serendipitous similarity certainly didn’t hurt the title.

Much like the fedora-wearing professor’s adventure, a protagonist named Pedro (aka Panama Joe) surveyed tombs packed with peril. Each single-screen room pushed back at explorers with fire pits, disappearing floors, as well as enemies like snakes, spiders, and skulls. But just as deadly as any trap, Joe would die if he fell from a distance greater than his height. This was the ‘80s, so contemporary luxuries like in-game maps weren’t common. Instead, you had to either memorize the layout of the labyrinthine, 99-room pyramid, or become an amateur cartographer with a pencil and paper.

Revenge Never Got Any Easier

Yes, 1984’s Montezuma’s Revenge was unapologetically tough. But that was the prevailing approach of the era. Success meant hours of semi-tedious trial-and-error and you learned how to elude each ensnarement, eventually navigating each danger-filled hallway with the dexterity of Dr. Henry “Indiana” Jones, Jr. And while Jaeger helped reinvigorate the game several times over the years, Pedro resisted change just as much as old Indy. 40 years later, he still habitually perishes from falls that don’t even slow down most game protagonists.

Unsurprisingly, there are several attempts at modernization. No longer are gamers forced to play as Pedro. Now, you can now opt for Rosita, Pedro’s sister. But since she has the exact same moveset, Rosita’s inclusion feels like a missed opportunity. The 40th Anniversary Edition Directors Cut lacks a dedicated map, of course. But there’s a compass that points to the nearest totem. And while the visuals are now polygonal, the 2.5D style is unimpressive and resembles a Flash game. The game isn’t consistent with its hazard signaling either. Some fires burn your character while others are oddly innocuous.

Falling is the Leading Cause of Death

But far more of The 40th Anniversary Edition Directors Cut reiterates the frustrations of the original title. Death from falling remains commonplace, especially when the platforming demands the kind of precision the controls don’t offer. Although one-hit deaths were the norm in the ‘80s, they feel punitive four decades later. To counteract this, you can pick up weapons like swords. But combat entails running into enemies when an item is equipped, which isn’t challenging or satisfying. To make matters worse, there’s a restrictive five-item inventory. With spots shared between weapons and keys needed to open doors, it’s more of an annoyance than a mechanic that will have you musing over what to carry. Although the inclusion of boss battles offer a welcome break from exploration, they also feel dated. Not only are they repetitive, but when bats start pursuing you, they become a hassle.

The 40th Anniversary Edition’s final pratfall is the decision to lock Director’s Cut content behind an additional ten-dollar paywall. Here, the controls are more precise and responsive, making the DLC more enjoyable than the base game. Since that’s coming as a standalone offering, avoid The 40th Anniversary Edition like a creeping spider.

Montezuma’s Revenge – The 40th Anniversary Edition
was played on PC with review code provided by the publisher.

Overview

GAMEPLAY - 30%
CONTROLS - 45%
CONTENT - 60%
AESTHETICS - 50%
ACCESSIBILITY - 30%
VALUE - 20%

39%

AVOID

Instead of reimaging the game, Montezuma's Revenge - The 40th Anniversary Edition is regrettably faithful to the source material. The result is a repetitive and often frustrating slog that will confound all but the property’s most vehement fans. A handful of changes are evident, such as a shift to 2.5D, polygonal visuals. But none of them improve the underlying experience.

User Rating: 3.5 ( 1 votes)

Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

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