I have no memory of playing Montezumaâs Revenge when it was released for various systems in 1984. I had access to two of those systemsâthe ColecoVision and Commodore 64âbut I I didnât have access to this game. Had I, I likely wouldnât have taken on Montezumaâs Revenge â The 40th Anniversary Edition.
Or, maybe I did play it and simply repressed the memories. That would make sense, as this 2.5D platformer is brutally difficult. Not in a âjust one more tryâ kind of way, but more of a âthrow your controller into the TVâ fashion.
Nearly every step of Montezumaâs Revenge is there to kill you, and thereâs little to help you on your way. The goal is for Pedro (or the newly added Rosita) to explore an ancient tomb screen by agonizing screenânearly 100 of themâin an effort to raid its treasures. But there is a lot in there to prevent your success.
Almost immediately, youâll be dodging snakes, skulls, firepits, trap doors, and more, mostly without any aids. Thereâs not even a map to indicate where youâve been. You can pick up weapons, yes, but only use them once before theyâre gone (and theyâre used by simply running into an enemy). Your inventory is severely limited, so deciding whether to carry the weapons you need to survive or the items you need to progress becomes a larger decision than it should be.
Itâs actually a bigger help that when an enemy kills you, it dies, too. You wouldnât think this would be a sound way to play a game, but with the unlimited restarts afforded to you in the 40th Anniversary Edition, it may be the only way.
Except that itâs not. Although the enemies are annoying from start to finish, theyâre not as annoying as death-by-falling. What wouldnât turn the ankles of Indiana Jones or Lara Croft are death sentences for these adventurous siblings. This tomb doesnât need spikes or lava to claim its victims (although it has them), it just needs a drop of about five feet or more. And it has a lot to make sure youâre constantly falling. Conveyor belts, for example. The aforementioned trap doors. Bad physics.

Letâs focus on those physics for a minute. Neither Pedro nor Rosita seem to have any weight to them. They donât so much walk through the tomb as glide. Jumping is heavy and clunky. Nothing about the way you move feels like it belongs in the game. You can hold down a button to âwalkâ if you want to slow yourself down, but doing so is rarely useful for navigating a hazard.
It doesnât help that the gameâs not much fun to look at, either. Yes, the visuals have been enhanced, but from the â80s to maybe the mid-â90s. It has a Macromedia Director look to it that weâre all happy to leave in the past. Montezumaâs Revenge â The 40th Anniversary Edition somehow looks even more dated than the original.

I wouldnât have thought that was possible, but it brings up an interesting conundrum. An 8-bit version of Montezumaâs Revenge is also available for the Switch. If youâre playing the game for nostalgic purposes, thatâs the way to go. If, however, youâre playing because you never completed the game in any of its previous iterations, the 40th Anniversary Edition will actually give you the chance to do so. Thereâs some value to that, sure, but more effort with this versionâs updates was needed to make that value worth it.
