QUETZALCOATL comprises four fully illustrated, three-dimensional mazes. The aim is to descend from one to the other, collecting glass beads on the way, to escape. The mazes are intricate and the player begins without map or compass.
Various dangers are to be found in the mazes. Descent from level to level must be via the blue chutes and not via the dangerous black chutes. Walking into a wall is apt to result in being burned alive. Each level contains a god, either benevolent or malevolent and, somehow, the malevolent gods are always easier to find than the blue chutes.
The instructions are clear and the game easy to begin. Drawing a map for future attempts is slow and somewhat laborious. Glass beads should never be used as markers as they appear and reappear, even after they have been collected. The graphics are excellent; the view is drawn quickly and clearly; gods appear magically when approached and the map crumbles convincingly whenever exposed to light.
It is an excellent maze game, containing elements of danger, difficulty and skill which can be recommended to all except those in whom mazes produce a blind panic. It is produced for the 48K Spectrum by Virgin Games Ltd.