Tutankham

Screenshots1 / 2

The title screen displays "Tutankham" in large blue pixelated lettering centered on a black background, with a golden pharaoh mask illustration directly below. The top-left corner shows a score of 000000 and credit count of 035840 in red text. A red "FIRE" indicator appears in the top-right. Below the title, four gameplay elements are listed in green text with small sprite icons: two mystery entries worth 20 and 40 points, a 500-point entry marked with a percentage symbol, and a 1000-point entry. The Konami copyright notice "©Konami 1982" and "CREDIT 0" text appear at the bottom in cyan and white respectively.

Tutankham

图坦卡门

4.8 (2.2K)
Arcade Action 846 plays

Tutankham is an action game released by Konami in 1982 for arcades. Players explore a series of maze-like Egyptian tomb chambers, collecting treasures while avoiding or shooting enemies such as snakes, birds, and dragons. The controls are unusual: the joystick moves the explorer left, right, up, and down through corridors, but the gun only fires left or right. A limited supply of screen-clearing bombs provides emergency relief. Each chamber is a distinct room with a key that must be found to unlock the exit door. The game consists of four themed sections, increasing in difficulty. Enemies respawn continuously, so players must keep moving. A timer adds pressure, and bonus points are awarded for fast completion.

Developer
Released
Platform
Arcade
Genre
Action
Rating
4.8 / 5 (2.2K)
Last updated

About Tutankham

Tutankham arrived in arcades in 1982, a period when Konami was rapidly establishing itself as a prolific force in coin-operated gaming alongside contemporaries like Namco and Taito. The early 1980s arcade scene was dominated by fixed-screen shooters and maze games following the enormous success of Pac-Man and Galaga, and Tutankham carved out a distinctive niche by blending both traditions. Developed and published by Konami, the game casts the player as an explorer navigating the labyrinthine chambers of an Egyptian tomb, hunting for treasures while fending off a variety of mythologically inspired enemies including birds, dragons, and serpents.

The core gameplay loop revolves around moving through a series of maze-like corridors viewed from a top-down perspective. The player character can fire a laser blaster to the left or right — but crucially, cannot shoot vertically. This deliberate directional constraint is central to the game's tension: enemies approach from all angles, and the player must constantly reposition to line up lateral shots. To compensate, the player is equipped with a limited supply of "flash bombs," screen-clearing weapons that destroy all on-screen enemies when deployed. Managing this finite resource becomes one of the game's defining strategic challenges, as bombs are scarce and the temptation to use them prematurely is ever-present.

Each stage is divided into distinct rooms connected by doorways, and the player must collect a key found somewhere in the maze to unlock the exit door and advance. Enemies respawn and patrol set routes, meaning memorization of their patterns — a skill borrowed from the maze-game tradition — pays dividends over repeated play. Some enemies are impervious to the standard blaster and can only be dispatched with flash bombs, adding another layer of resource management. A timer counts down throughout each room, and if it expires the player loses a life, keeping the pace urgent even when no enemies are immediately threatening.

The controls used a joystick for movement combined with a button for the blaster and a separate button for the flash bomb, a straightforward layout that nonetheless demanded quick reflexes and spatial awareness. The game shipped to arcades and was subsequently licensed to Parker Brothers, who produced home conversions for the Atari 2600, Atari 5200, ColecoVision, and Intellivision — a broad licensing sweep that reflected the game's commercial appeal and brought it to a substantial home audience. The Atari 2600 version in particular reached a wide player base given that console's market penetration at the time.

In its arcade era, Tutankham was appreciated for its combination of shooting and maze-navigation mechanics, a synthesis that felt fresh against the backdrop of pure shooters or pure maze games. The Egyptian tomb setting gave it a thematic identity that stood out visually on the arcade floor, capitalizing on the broader cultural fascination with Egyptology that had been reinvigorated by traveling Tutankhamun exhibitions in the late 1970s. The game's difficulty curve was considered well-tuned for the coin-op market: accessible enough to draw in casual players but demanding enough to keep dedicated players returning.

What makes it special

Tutankham's most distinctive mechanical hook is its asymmetric firing system: the player can shoot only horizontally, never vertically. This single design constraint transforms what could have been a routine maze shooter into a game of constant spatial negotiation. Players must pivot, retreat, and reposition to bring enemies into their lateral line of fire, creating a dynamic tension that pure omnidirectional shooters of the era lacked. Combined with the flash bomb's scarcity, this forces deliberate, tactical play rather than reflexive button-mashing — a notable design philosophy for a 1982 arcade title.

Pro tips

  • Conserve flash bombs for enemies that cannot be killed by your standard blaster — wasting them on ordinary foes will leave you defenseless against mandatory bomb-only targets later in the room.
  • Always locate the key before engaging enemies aggressively; knowing its position lets you plan an efficient exit route and avoid unnecessary combat near the locked door.
  • Use doorways as choke points — enemies can only approach from one direction when you stand just inside a corridor entrance, effectively neutralizing their flanking advantage.
  • Watch the timer closely; if it runs low and you have not found the key, prioritize exploration over combat to avoid losing a life to the clock rather than an enemy.
  • Learn enemy patrol routes in each room through repeated play — many enemies follow fixed paths, and stepping aside at the right moment lets them pass harmlessly without spending ammunition.

Tutankham Controls — Arcade Keyboard Keys

Default keyboard bindings for Tutankham on our in-browser Arcade emulator. Plug in a USB or Bluetooth gamepad to auto-detect mappings, or rebind any key from the emulator settings menu.

Keyboard Console button Typical use
Joystick Up Move up
Joystick Down Move down
Joystick Left Move left
Joystick Right Move right
X Button 1 Primary action (jump / confirm)
Z Button 2 Secondary action (attack / cancel)
S Button 3 Tertiary action
A Button 4 Quaternary action
Q Button 5 Fifth button
W Button 6 Sixth button
5 Insert Coin Insert coin
1 1P Start Start / Pause

Coin and Start are convention "Insert Coin: 5" and "1P Start: 1". Some arcade boards expect specific button mappings — check the in-game prompts on coin-up.

Rebind any key from the EmulatorJS in-game settings menu (gear icon → Controls). A connected gamepad auto-maps to the same buttons.

Tutankham Longplay & Gameplay Videos

Watch a full playthrough of Tutankham on Arcade before you dive in — recommended for getting a feel for the game's pacing, story beats, and difficulty curve.

Watch longplay on YouTube

"Tutankham" Arcade longplay 1982

External references

Frequently Asked Questions

When was Tutankham released?

Tutankham was released in 1982 for the Arcade.

Who developed Tutankham?

Tutankham was developed by Konami, available to play in your browser on RetroGameSpace.

What type of game is Tutankham?

Tutankham is a Action game for the Arcade, playable instantly in your browser — no downloads, no installs.

How can I play Tutankham for free?

Open this page and click "Play Now" — Tutankham runs free in your browser via WebAssembly emulation. No account, no payment, no installer.

Do I need to download anything to play Tutankham in the browser?

No. Tutankham streams from a public archive into a browser-side Arcade emulator. Nothing is installed on your computer.

Can I save my progress in Tutankham?

Yes. Save states are stored in your browser (IndexedDB) per game, and you can also use any in-game save the original Arcade cartridge supported.

Does Tutankham work on mobile devices?

Yes — the Arcade emulator runs on iOS Safari and Android Chrome. Touch controls overlay the game; landscape mode is recommended.

Is it legal to play Tutankham this way?

RetroGameSpace is a transient caching reverse-proxy and does not host first-party copies of Tutankham. Game files are fetched on demand from publicly-accessible archives. You are responsible for compliance with your local laws and the bring-your-own-ROM principle.

How long does a full run of Tutankham take to complete?

Tutankham is structured as a looping arcade game with progressively harder difficulty rather than a fixed endpoint, so a single credit run can last anywhere from a few minutes for a newcomer to considerably longer for an experienced player who has memorized room layouts and enemy patterns.

What is the best starting strategy for new players?

Focus first on understanding which enemy types require flash bombs versus standard shots. In early rooms, resist using bombs on ordinary enemies and instead practice repositioning to line up horizontal shots. This discipline pays off heavily in later, more crowded rooms.

Is Tutankham worth playing today?

For fans of early 1980s arcade design, yes. Its horizontal-only shooting mechanic gives it a feel distinct from contemporaries, and the maze-plus-shooter hybrid holds up as a compact, tense experience. Home console ports vary in quality, so the arcade original or a faithful emulation is the recommended way to play.

What is the most common mistake new players make?

Spending flash bombs too early on enemies that could be handled with the standard blaster. This leaves players without their only defense against bomb-immune enemies, which typically appear in greater numbers as stages progress, leading to unavoidable deaths.

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