Montezuma’s Return Interview

Interview by Al Giovetti

Montezuma’s Revenge was originally released over 10 years ago as a platform game for the Atari 800 and Commodore 64 with a phenomenal sales record of over 600,000 copies. Very few games of this time period could boast of such success. The original designer of Montezuma’s Revenge, Rob Jaeger, has decided to bring out an updated game within the new high-resolution, texture-mapped, light-sourced, you name it graphics technology-related, three-dimensional virtual worlds. Max Montezuma is a soldier decended from an ancient Aztec emperor. Max stumbles across a deserted, uncharted island, and conveniently crashes his plane on it. On this as yet undiscovered, prior to Max's getting there, island, Max only has a flashlight, canteen, an entire lost Aztec civilization explore, and the desecrated tomb of his ancestors which must be restored, all into the collective coincidental bargain. Well its not really a civilization since all the people are dead or are they?

We met with Steve Bergenholtz, Utopia Technologies spokes person, about the new game and here is how it went:

Alfred Giovetti (AG): What will make the game special? What did you do to get this?

Steve Bergenholtz(SB): The game will be special for many reasons. Montezuma's Return will offer game-play that truly takes advantage of 3D space. Max will climb ropes, he'll get tossed high in the air, he can swim with full 3D freedom. Our graphics technology offers features that have never been seen before in a real-time game: Hi-color, realistic phong shading, multiple movable lights.

The players will be drawn into Max's world: In several areas there is a dragonfly. The wings of the dragonfly are transparent. You could see through the wings to the wall that had a window in it and what's outside the window. It has the visual hook... it makes you want to stay in this world.

AG: Please give examples of interesting animations, characters, monsters, or situations.

SB: There's a giant frog that's trapped at the bottom of a well. Like all of the characters in Montezuma's Return, his body is composed of multiple joints which allow for extremely lifelike animations. You can peer down the well to see the frog hopelessly trying to jump out. After you figure out how to free the frog from this trap, he'll stay with you - you can ride frog back and he'll be able to reach places that were previously out of reach.

AG: What is the perspective and are there multiple views?

SB: First person.

AG: Is the game scripted? Do the situations develop as per plot or as per reaction of characters?

SB: The game is an action/adventure with an emphasis on the action. Situations develop as per plot and reactions of characters, but survival is your main motivation.

AG: Sounds a little like Tomb Raider and Laura Croft. Will there be any communication among characters and how will this be done?

SB: Yes, there will be communication. This is where we deviate somewhat from Tomb Raider. Without giving away details, there are characters that you bribe with gifts, some are confrontational, and some that are just helpful. There will be no words in the game, all communication is done with actions.

AG: Tell us about the multi-player game, will it involve cooperative and competitive play of how many gamers on line at the same time?

SB: The multiplayer aspect is still under consideration.

AG: Do funny things happen in the game?

SB: The humor is mainly slapstick. People remember the "twitching legs" death sequence in the original "Montezuma's Revenge". There will be lots of this type of humor in Montezuma's Return. For example, there's a headhunter who is a particularly difficult enemy. When he kills you, you're treated to a video of the headhunter wearing _your_ hat as he's cooking _you_ in a giant cauldron. Players will want to experiment with the many ways to die just to see the humorous death scenarios. Also, the plot itself is a spoof of many Sci-fi and B movies.

AG: Who is doing the musical score, in what style in what technical systems and methods, and what is exciting about it?

SB: A TV and film score veteran will be writing all the music. The music will often foreshadow some serious action. At times it will have the feel of a horror movie. At other times it will have the feel of a old-style Hollywood production.

AG: What about the sound effects, how many are there and how are they produced?

SB: There are lot's of realistic sound effects. It will sound different when the player is walking on creaky boards and when he's walking on sand.

AG: Tell us about the combat, how does it work and is it real-time of turn-based?

SB: Everything in Montezuma's Return is in realtime. Some weapons will need to be constructed. There will be no automatic weapons. Some enemies can not be defeated.

AG: Is there character development and what can you tell us about it?

SB: I don't quite understand this question. The focus of the game is on the sheer fun of exploring an enchanted aztec island. The story unfolds as the player uncovers new areas.

AG: Action games can have role-playing style character development, remember Dungeon Master? If it is action based, perhaps it is another Doom clone, what can you tell us about the relationship here?

Steve Bauman: Montezuma's Return is far from a doom clone. What makes you think Monte is a doom clone?

Al Giovetti: Must have been something I ate. I have not seen the game yet. I can not wait. BTW: What type of genre is it, Steve?

SB: It is a 3D action adventure.

AG: We are running out of time, and I would like to thank you for visiting with my listeners, viewers and readers.

SB. Thank you very much for having me Al, and I look forward to your having me back on your show.

References:
Steve Bauman, Computer Games Strategy Plus, number 70, pg. 14, www.utopiatech.com/press9.html
Utopia Technologies releases a game to showcase UVision, its new 3D engine that may change graphic adventures forever, Next Generation, August, 1996, pg. 83, www.utopiatech.com/press8.html
Game firm cranks up its engine Speed is king at Utopia, Dallas Business Journal, July 5, 1996, www.utopiatech.com/press7.html
Montezuma Returns...24-Bits later, Electronic Gaming Monthly Online, June 14, 1996, www.utopiatech.com/press6.html
"Montezuma's Revenge" Returns, Escapade, June 14, 1996, www.utopiatech.com/press5.html
Montezuma Will Not Go, Happy Puppy, June 12, 1996, www.utopiatech.com/press4.html
Utopia's Montezuma's Return Breaks New Ground, Next Generation, June 7, 1996, www.utopiatech.com/press3.html
Utopia has an outstanding new 3D engine that deserves a closer look, Next Generation, May 1996, www.utopiatech.com/press3.html
The greatest challenges in the coin-op amusement industry, PlayMeter, November 1994, www.utopiatech.com/press2.html Montezuma’s Return Interview Interview by Al Giovetti Montezuma’s Revenge was originally released over 10 years ago as a platform game for the Atari 800 and Commodore 64 with a phenomenal sales record of over 600,000 copies. Very few games of this time period could boast of such success. The original designer of Montezuma’s Revenge, Rob Jaeger, has decided to bring out an updated game within the new high-resolution, texture-mapped, light-sourced, you name it graphics technology-related, three-dimensional virtual worlds. Max Montezuma is a soldier descended from an ancient Aztec emperor. Max stumbles across a deserted, uncharted island, and conveniently crashes his plane on it. We met with Steve Bergenholtz, Utopia Technologies spokes person, about the new game and here is how it went: Alfred Giovetti (AG): What will make the game special? What did you do to get this? Steve Bergenholtz(SB): The game will be special for many reasons. Montezuma's Return will offer game-play that truly takes advantage of 3D space. Max will climb ropes, he'll get tossed high in the air, he can swim with full 3D freedom. Our graphics technology offers features that have never been seen before in a real-time game: Hi-color, realistic phong shading, multiple movable lights. The players will be drawn into Max's world: In several areas there is a dragonfly. The wings of the dragonfly are transparent. You could see through the wings to the wall that had a window in it and what's outside the window. It has the visual hook... it makes you want to stay in this world. AG: Please give examples of interesting animations, characters, monsters, or situations. SB: There's a giant frog that's trapped at the bottom of a well. Like all of the characters in Montezuma's Return, his body is composed of multiple joints which allow for extremely lifelike animations. You can peer down the well to see the frog hopelessly trying to jump out. After you figure out how to free the frog from this trap, he'll stay with you - you can ride frog back and he'll be able to reach places that were previously out of reach. AG: What is the perspective and are there multiple views? SB: First person. AG: Is the game scripted? Do the situations develop as per plot or as per reaction of characters? SB: The game is an action/adventure with an emphasis on the action. Situations develop as per plot and reactions of characters, but survival is your main motivation. AG: Will there be any communication among characters and how will this be done? SB: Yes, there will be communication. Without giving away details, there are characters that you bribe with gifts, some are confrontational, and some that are just helpful. There will be no words in the game, all communication is done with actions. AG: Tell us about the multi-player game, will it involve cooperative and competitive play of how many gamers on line at the same time? SB: The multiplayer aspect is still under consideration. AG: Do funny things happen in the game? SB: The humor is mainly slapstick. People remember the "twitching legs" death sequence in the original "Montezuma's Revenge". There will be lots of this type of humor in Montezuma's Return. For example, there's a headhunter who is a particularly difficult enemy. When he kills you, you're treated to a video of the headhunter wearing _your_ hat as he's cooking _you_ in a giant cauldron. Players will want to experiment with the many ways to die just to see the humorous death scenarios. Also, the plot itself is a spoof of many Sci-fi and B movies. AG: Who is doing the musical score, in what style in what technical systems and methods, and what is exciting about it? SB: A TV and film score veteran will be writing all the music. The music will often foreshadow some serious action. At times it will have the feel of a horror movie. At other times it will have the feel of a old-style Hollywood production. AG: What about the sound effects, how many are there and how are they produced? SB: There are lot's of realistic sound effects. It will sound different when the player is walking on creaky boards and when he's walking on sand. AG: Tell us about the combat, how does it work and is it real-time of turn-based? SB: Everything in Montezuma's Return is in realtime. Some weapons will need to be constructed. There will be no automatic weapons. Some enemies can not be defeated. AG: Is there character development and what can you tell us about it? SB: I don't quite understand this question. The focus of the game is on the sheer fun of exploring an enchanted aztec island. The story unfolds as the player uncovers new areas. AG: Action games can have role-playing style character development, remember Dungeon Master? If it is action based, perhaps it is another Doom clone, what can you tell us about the relationship here? Steve Bauman: Montezuma's Return is far from a doom clone. What makes you think Monte is a doom clone? Al Giovetti: Must have been something I ate. I have not seen the game yet. I can not wait. BTW: What type of genre is it, Steve? SB: It is a 3D action adventure. AG: We are running out of time, and I would like to thank you for visiting with my listeners, viewers and readers. SB. Thank you very much for having me Al, and I look forward to your having me back on your show.