Parga: “It is an honour to collaborate with a legend in the history of video games”

José Tomás Parga (Chile), programmer andromhacker, is collaborating with the acclaimed Robert Jaeger in the development of «Montezuma's Revenge - Director's Cut», a definitive version of the classic 1983 platform game. In this exclusive interview for Atariteca, Parga talks to us about his experience in modifying and creating new versions of the beloved «Montezuma's Revenge»; from his first project ofromhackingto his collaboration with the Jaeger project, where he has contributed almost a hundred new and challenging rooms.
What motivated you to modify and create new versions of “Montezuma’s Revenge” in the first place?It all started in late 2017, when, for fun, I wanted to examine the game at the code levelassembly, using thedebuggerfrom the Altirra emulator. I first searchedcheatsand memory locations to make typical modifications, such as changing the number of lives, modifying the score and changing levels. I also wanted to fulfill a childhood dream: to explore what was beyond the limits of the pyramid and to cross the famous room with the lava pit.
The more I researched, the more discoveries I made, especially about how rooms are stored in memory. This allowed me to make a proof of concept modifying the first two rooms of the game, which led me to think about the possibility of creating a new pyramid.
"Bringing Montezuma's Revenge back to the Atari 8-bit is a dream (...) but we are committed to keeping the game as close to the original version as possible."
Can you talk about the development of your MonteMaker tool and how it made it easier to design rooms and objects in your previous projects?
Initially, modifying rooms was tedious and complicated, as it involved working with hexadecimal code in the game's memory. I decided to create a subroutine in codeassemblyto load my own rooms, allowing me to define items and enemies more easily. Then I discovered AtariMapMaker, a software of Martin “Matosimi” Šimecek(Slovakia) for their game «Ridiculous Reality». With their permission, I adapted their source code to the reality of «Montezuma», creating MonteMaker. This tool allowed me to graphically design rooms and automate the testing process, which greatly facilitated the design of the new pyramid.

How did the opportunity to collaborate with Robert Jaeger on "Montezuma's Revenge - Director's Cut" and the "40th Anniversary" version come about?
In early 2023, Robert Jaeger contacted me through Felipe Reinaud, the developer of the NES port of Montezuma's Revenge. Robert had seen my work on Montezuma Again! and was looking for someone to help him design Montezuma's Revenge - Director's Cut, the definitive version he always wanted to make for Atari. This new version will be developed for Windows, mobile and consoles, and then for Atari 8-bit. As for Montezuma's Revenge - 40th Anniversary, it is being developed by an external studio and I have only collaborated as a beta tester.
Can you describe your specific contributions to these new versions?
My most important contribution has been the design of most of the 99 rooms in the pyramid. The initial rooms have few modifications to maintain the original spirit; but starting from the lower half of the pyramid, each room has been designed from scratch, adding new challenges and puzzles with new mechanics. Can you tell us more about the new features, such as trampolines, elevators and exploding pots? What was the process of integrating them into the game?
Integrating new features such as trampolines, elevators and exploding flower pots was a challenge, as we wanted to maintain the spirit of the original title without altering its core gameplay. Trampolines, for example, allow you to jump higher and activate elements such as flower pots and bridges, adding a new dimension to the game. We made sure that these features were integrated in a way that respected the essence of Atari's Montezuma.
How have you managed to maintain the spirit and essence of the original game while modernizing it with new features and graphics?
We've maintained the original spirit through a process of trial and error, playing around and evaluating new features to make sure they fit the essence of the classic. If something didn't fit, we'd adjust or remove it, always with the goal of preserving the nostalgia and charm of the 1983 game.
"Taking part in the 40th anniversary celebration of Montezuma's Revenge is very meaningful to me. This game has been a huge influence on me since I was a kid."
What challenges did you encounter while working on the Director's Cut and how did you overcome them?
One of the biggest challenges was adapting MonteMaker to the new "Director's Cut" format, which has significant differences from the Atari version. Also, designing new rooms that were entertaining and challenging, without being frustrating, took a lot of time and effort. It was also difficult to integrate the new features in a way that added value to the game without distorting its original essence.
With your extensive experience in modifying Montezuma’s Revenge through romhacking, how did that experience influence the development of the new versions?
My experience in romhacking was essential, especially in room design. In Montezuma Again!, I spent a lot of time creating rooms that were fun and challenging, developing new techniques and playstyles. This experience helped me design environments for the new version that offered a similar challenge without straying from the spirit of the original game.

Robert Jaeger mentioned the possibility of an Atari 8-bit version. What do you think about bringing the game back to its original platform and what challenges might that present?
Bringing the game back to the Atari 8-bit is a dream for many retro gamers. However, it presents several challenges, such as the limitations of the Atari 8-bit hardware, the number of items and enemies per screen, and the new features of the game. Using cartridges of at least 256 Kb will be necessary to accommodate all the new rooms, but we are committed to keeping the game as close to the original as possible.
What was it like working directly with Robert Jaeger, the original creator of “Montezuma's Revenge”?
Working with Robert Jaeger has been a rewarding experience. It is an honor to collaborate with a legend in the history of video games. Robert is a kind and receptive person, always willing to listen and value the opinions of others. His passion for doing a good job and meeting the expectations of fans is inspiring. Another thing worth noting is that it is very important for Robert that the people working on his Montezuma-related projects are fans of the game. What do you consider to be your greatest achievement in the retro gaming scene and why?
My greatest achievement has been creating “Montezuma Again!”, a project that fills me with pride because I never thought I would be able to modify such an iconic game. I am also honored to know that many Atari fans have enjoyed and relived the nostalgia of playing it. Another great achievement is working on “Director’s Cut” alongside its original creator, dedicating a lot of time to it so that it lives up to the expectations of the players.
What does it mean to you to be able to participate in the celebration of the 40th anniversary of such an iconic game as "Montezuma's Revenge"?
It really is very meaningful to me. This game has been a huge influence since my childhood, inspiring me to develop my passion for computing. I learned to program on the Atari, and that early spirit is still alive in me today.
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