Ankh

Title
Intro
Room 1
Room 5


Name: Ankh
Programmer(s): David Van Brink
Publisher: Datamost
Year: 1983

Description:

Ankh, released in 1982 for the Apple II by DataMost, stands as one of the earliest examples of action-adventure gaming on personal computers. The game places players in ancient Egypt where they control an explorer searching for treasures while avoiding deadly obstacles.

Players navigate through pyramid chambers displayed in a unique side-view perspective. Each room presents a different puzzle or challenge that must be solved to progress. The game uses simple yet effective graphics, with solid color blocks representing platforms and dangers. The main character appears as a stick figure that can run, jump, and climb.

The objective is to collect ankh symbols while avoiding traps including snakes, spikes, and rolling boulders. Players must carefully time their movements and plan routes through each chamber. The game features 16 rooms that become progressively more difficult. A scoring system tracks collected treasures and time taken to complete levels.

What made Ankh notable was its smooth animation and responsive controls, impressive for 1982 Apple II hardware. The game runs in high-resolution graphics mode, displaying six colors. While sound is limited to basic beeps and tones, the audio effectively signals dangers and collected items.

The game received positive reviews in computer magazines of the era, with particular praise for its Egyptian theme and challenging gameplay. Critics noted its similarity to other platform games like Apple Panic, but appreciated its unique setting and puzzle elements.

Ankh influenced later games by demonstrating how to create engaging action-adventure titles within the technical limitations of early home computers. While not as well-known as some other Apple II classics, it represents an important step in the evolution of computer gaming, combining arcade action with puzzle-solving elements that would become common in later games.

The game requires quick reflexes and careful planning, teaching players to observe patterns and think strategically. Its difficulty level provides a fair challenge that keeps players engaged without being frustratingly hard. This balance helped establish standards for difficulty progression in early computer games.