Hi Josh,

Not really. The thing here is that they would end up being two
completely different games, and the only thing that the text adventure
would have in common with its audio game counterpart is the basic
storyline. Other than that they would end up being vastly different
games.

To explain the thing about Montezuma's Revenge, like most arcade
games, is that it relies heavily on fast action, decision making, and
relies on avoiding things such as jumping over rolling skulls, snakes,
spiders, and various traps. If you lose that element of jumping over
things the game loses a lot of replay value as well as the primary
mechanic of the game. Something that would have to be replaced with
something else in a turn-based text adventure mode which wouldn't be
the same at all.

Plus Montezuma's Revenge wasn't ever about combat to begin with. While
you could obtain swords by finding them in various places they would
vanish after you used them. Meaning you had to mostly rely on your
skill and your wits to avoid enemies rather than rely on a sword to
kill them. That would never work in a turn-based text adventure where
there is little to no way to avoid enemies by jumping over or ducking
under them rather than fighting them outright. So that aspect would
have to change to suit the turn-based play which would ruin the game.

Cheers!


On 10/11/14, Josh Kennedy <joshknnd1...@gmail.com> wrote:
> hey thomas could you create a text adventure of montezuma's revenge? or
> montezuma's return that audiogame you were making? Do you think it would
> make a good text adventure game? maybe with a combat system like
> kerkerkruip?
>
>
>
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