Aztec Tomb Adventure
was written in 1983 by A. Crowther of Alligata Software. It should
have been named Search for the Aztec Tomb Adventure because you only
end up in the Tomb right before the game quits on you and tells you
to play Part Two.
Perhaps the documentation
that came with the game explained the fact that you were searching
for a tomb rather than exploring one, but I'm willing to bet the
graphics on the box the game came in showed some really exciting
underground scene with a torch or an adventurer swashbuckling and
heroing all over the place.
See?! I was pretty close to
the mark! At least the cover shows the Hero searching a Jungle
instead of a Forest like in the stupid game.
That cover looks pretty
exciting but the game actually plays like the introductory paragraph
of a seventh grader's observational essay. You start off in your
house and have to figure out how to get out by unlocking the door
from the inside. How many people need a key to do this? When I tried
to OPEN DOOR from the inside of the house and it told me it was
locked, I thought, "Well sprackin' unlock it, Sir!"
The game doesn't get much
better any time soon. You travel about the landscape around your
house, eventually traversing a field (Exciting!) and then climb a
Beanstork into the sky where you find yourself in a magical world of
valleys, lakes, and forests! And yes, you climb a Beanstork. Also a
Beanstolk. But never a Beanstalk.
The graphics in the game
were most likely just added like every other graphical text
adventure of the time. It was easier to draw a block bull than to
describe one elegantly with text. And the pictures never help to
solve the puzzles. Most of the time, the images in the picture are
only slightly recognizable. The squarer and more rectangular the
object, the easier it is to identify. But try making the sun out of
a simple circle and all you get is a strangely glowing pyramid on
the horizon.
[BIG
SPOILERS]
Overall Puzzle Review
The puzzles in
this game were fairly standard and easily identifiable for the most
part since there were only limited locations and limited items. If
you've ever seen a Looney Tunes cartoon, then you knew instantly
that the bull wasn't letting you past because of your red cloak and
that the elephant wasn't going anywhere until you showed it the
mouse.
Since the
puzzles were light on imagination, the programmer/writer had to
create a bunch of really unfair puzzles that created the illusion of
playing a long adventure while you ran around the same ten locations
trying to figure out what to do next. Luckily, I stumbled upon all
but one of them on accident and breezed through the game, not even
realizing until I wrote the walkthrough that the Small Key couldn't
be found in the cellar unless you were wearing the Red Cloak. Yes.
First off, you have to think to Search Cellar. But if you do it
before wearing the Cloak, you won't find the key. And why would you
think to search again while wearing the Red Cloak? Because it's
POWERFUL?
I also got
lucky with the bridge over the stream although that one is at least
a little bit logical. Since it was called a stream, I figured I
could cross it. But then I drowned in it, so I assumed it was quite
a bit bigger than I thought. So when I found the Piece of Wood on the roof
which I carried while climbing down the side of the building, I
wasn't thinking it was very big. But it ends up being the bridge
across the river and I only discovered that by adjusting my
inventory in the correct screen and dropping the wood so that the
bridge was made. Awesome!
I also knew
the Red Cloak was going to be used to torment the bull somehow but I
wasn't making the connection that the Cloak was keeping the bull
from angrily letting me pass. I was trying to wave the cloak and
attract the bull's attention so it would run off or something. So I
threw the cloak and got lucky there. I can see how the main puzzle
here was that people would leave the cloak behind and then not have
it to give to the dwarf. And the dwarf doesn't clue you in to the
fact that he wants the Red Cloak! You just have to try every object
you have. And many people probably gave up when nothing worked and
they didn't remember the Red Cloak or even believe it was possible
to get it past the Bull.
The last real
puzzle was getting out of the lake and into Atzec Grounds. Yes,
ATZEC GROUNDS. At least the cover art got it right. This one drove
me crazy because not only does the game provide a huge red herring
for you in the rope/cliff/dinghy situation, it also calls for you to
JUMP OVER the side of the boat. While this isn't a crazy idea since
you're wearing a life jacket, it is crazy that you need to type JUMP
OVER! For players of the genre, this is just evil. These two word
parsers generally accept VERB NOUN combinations, not VERB WHATEVER
TYPE OF SPEECH OVER IS HERE! It's absolutely an unfair expectation
in a game like this.
And before
anybody argues that I eventually figured it out, I didn't! I
stumbled upon a place early in the game where if you CUT BEANSTOLK,
the game crashes. So I went back to this spot and typed LIST to scan
the code and figure out what I needed to do. Hey, that's a way to
solve the problem too, right? It's probably less unorthodox than
expecting a player to type JUMP OVER!
|