Aztec
Name: Aztec
Programmer(s): Paul Stephenson
Publisher: Datamost
Year: 1983
Description:
Released in 1982 by Datamost, Aztec is an action-adventure game that puts players in the role of an archaeologist exploring ancient Aztec ruins. The game combines elements of combat, platforming, and treasure hunting across multiple levels of increasingly difficult challenges.
Players navigate through dark temple chambers filled with dangers like snakes, spiders, and hostile warriors. The main character can jump, climb ropes, and use weapons including a pistol with limited ammunition and a machete for close combat. The ultimate goal is to recover a jade idol while surviving the temple's many threats.
The game features randomly generated levels, making each playthrough unique. This was innovative for 1982, as most games of that era used fixed level designs. The temple contains multiple floors connected by ropes and ladders, requiring careful navigation and timing to avoid falls and enemies.
Aztec pushes the Apple II's technical capabilities with detailed character sprites and smooth animation. The game uses the computer's high-resolution graphics mode to display colorful environments and characters. Sound effects, while simple, effectively create tension during exploration and combat.
The control scheme uses the keyboard for movement and action commands. Players must manage their limited ammunition and health while deciding when to fight and when to flee. Strategic item collection and resource management are key to survival.
The game received praise for its mix of action and exploration elements, though some critics noted its high difficulty level. It influenced later action-adventure games and demonstrated how the Apple II could deliver complex gaming experiences despite its hardware limitations.
Aztec stands out from its contemporaries by combining multiple gameplay elements into a cohesive adventure. While other games of the era typically focused on a single game mechanic, Aztec successfully merged combat, exploration, and platforming. This multi-genre approach helped establish conventions that would become common in later action-adventure games.