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retrogamingloft · 5 months
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No, Pac-Kong isn't a clever mix of Pac-Man and Donkey Kong; it stands as one of the worst rip-offs of the latter that I've ever played, by a considerable margin. Even after all these years, the meaning behind the "pac" in the title remains a mystery to me. While forgiving the simplistic graphics — expected for an Atari 2600 game, the console's charm lays in its titles' gameplay, not in their visual appeal - the evident deficiencies in this game are inexcusable..
At the apex of the tower lurks an Octopus (though it resembles more a giant yellow bat) hurling bananas (or bat-like creatures) at our hero. Dodging these bats or airborne bananas presents a challenge; they never cease movement and sway in a manner that makes you struggle to discern when you've been hit until you lose a life - The feeling of "it wasn't even close" prevails often.
The most infuriating aspect emerges when jumping between platforms separated by gaping chasms. Precise timing is imperative; pressing the button when our hero's last foot grazes the platform's edge is the only way forward. It's an exasperating exercise, leading to countless instances where apparent success is swiftly followed by a plummet to failure.
Somehow, I managed to clear the first loop (just two stages) without any deaths, but the sheer frustration led me to opt-out. Continuing seemed pointless unless I was seeking a nervous breakdown.
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m0ckest · 3 months
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Game Recs: Spiritfarer
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"Spiritfarer is a cozy management game about dying. You play Stella, ferrymaster to the deceased, a Spiritfarer. Build a boat to explore the world, then befriend and care for spirits before finally releasing them into the afterlife. Farm, mine, fish, harvest, cook, and craft your way across mystical seas."
Popping in to share this indie game I highly recommend! And it's currently 75% off on Steam, though it's available on various platforms.
The artwork in this game is phenomenal, from the character design to the sky and landscape backdrops.
The characters and the stories were written so well that they feel like real people (of which some of them were based off).
I cried many times and was left in awe.
You may enjoy this game if you like: storylines about difficult topics, farm simulation gameplay with platforming elements, and beautifully-illustrated art.
Check out Spiritfarer here
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gif credit to Thunder Lotus Games
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arconinternet · 1 month
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Heros/Heroes: The Tantalizing Trio and The Sanguine Seven (DOS, Jeffrey Fullerton, 1994/1993)
You can play this Apogee-esque DOS platformer in your browser here - a menu will let you select between them.
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hardcore-gaming-101 · 4 months
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Top 47K - Psycho Soldier
Join the HG101 gang as they discuss and rank SNK’s 1987 arcade game about magical kids who shoot through rubble.
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fruits-a-villa · 8 months
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Rayman - August 2023 FanArt
So hyped for the Rayman DLC in "Sparks of Hope" on August 30th!
My other Art Accounts:
DeviantArt
Instagram
FurAffinity
Twitter
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fou-mage · 10 months
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Meet Kata
This little snail wielding a magic sword will be the protagonist for the game! Ready to go save the members of their family, slashing and smashing everything that will come in their way.
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quotethegamer · 1 year
Conversation
Jeremy: I liked getting texts from you every now and again updating me on, on how the mission was going.
Michael: On how my sanity was doing?
Jeremy: Yeah.
-Crash Bandicoot
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crimsonflash1996 · 10 months
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youtube
So, this is my first post in this platform! Since I wish to get to know more people, I will repost some of the content from my YouTube channel and my blog on here. This video essay about Super Mario Bros. is my favorite YouTube production, which was made for the 35th anniversary of the franchise. I hope you enjoy it! The following text is a transcription of the video:
The importance of the original Super Mario Bros. can't be understated: It doesn't have to do with being a genre pioneer, since games like Jump Bug, Pitfall or Pac-Land already included the jump mechanic, and the Mario franchise already had two games behind its back: Donkey Kong and Mario Bros. It isn't about being the sidescrolling game either, since Pac-Land's and Jump Bug's also scrolled their screens alongside the player, and a few days after the original Super Mario we had Makaimura on the arcades, which also included the jump mechanic alongside a screen that followed the player. What differentiates Super Mario Bros. from its predecessors is the creation of a world surrounding a mechanic, especifically the jump.
Shigeru Miyamoto's focus as an author is the direct perception of the interactive premise for the player's immersion, and for that purpose there is particular care to the tangible effect of the environments. In simpler terms, that you can perceive the worlds physically. The key element is the depth in the aerial maneuverability. Super Mario Bros. allows a detailed control of the avatar while moving in the air. The weight of gravity in the impulse, the inertia in the jump direction in opposition to the player's command, and the feeling to confront the game's physical laws. To redirect the path of the avatar the stronger one presses the button. Such capability gives the aerial space to take relevance in the gameplay, since it's how the player decides their position, and thus the player becomes conscious of its position at any moment.
To give purpose to these controls, the game turns jumping in the main form of interacting with the environment. Obstacles can be avoided through jumping, similarly to Pac-Land, which was Super Mario Bros.'s main inspiration, but enemies can be defeated if we step on them, and that becomes a step forward by adding variables that react to our presence. The other form of including the jump in the gameplay is to hit blocks. Some of them contain coins that allow an additional chance to continue if you collect hundred of them, others contain upgrades to take a hit, being able to attack at distance, or time-limited invincibility. Some of them contain extra lives, others can be broken to make a path, or even allow access to other areas. The content of the blocks isn't immediately obvious since its appearance doesn't follow a pattern. They can be signaled, they can appear as another type of block and they can even be invisible. Basically, they're a secret, and this gives the game the sense of hiding more than what it appears to have, since it's optional content.
The intention of a world with a hidden face is manifested through pipes that lead to underground (or even underwater) passages, or vines that climb up to a world hidden in the sky. Even passages outside of the conventional interface of the game. That's why the decision of verticality as an abstraction of depth takes paramount importance to build places far from the surface, from what we know at first sight, and the focus on the vertical jump becomes thus a coherent decision since those are places that aren't reachable by just jumping, and they're hidden to our virtual body.
Because of how important it is to the progress of the player alongside its integration with the main mechanic of the game, the presence of a hidden world becomes an omnipresent feeling that differentiates Super Mario Bros. from other platformers that came after due to its influence, even among its own successors, because it means that the player perceives, decides its progress and leaves its presence in the world through jumping. Miyamoto turned thus this mechanic as a vehicle to expand the possibilities of exploration and personal body expression in a way that thirty-five years later still remains radical.
There's a last design decision that is very special and I haven't covered yet, and it is not being able to turn back. It isn't due to technical limitations since many of the previously mentioned games allowed it. Not being able to turn back is a deliberate decision because it makes the player potentially miss content that they won't be able to get if they didn't know about it, and that resonates to a surprisingly more profound level: The possibility to have missed something, to not have visited a place in a journey, to have taken something for granted at a certain point in time, because there's no coming back. By appealing to this sensation, the game's world takes presence in the player's mind even after having left an area behind, or even the whole game, because there's the lingering feeling of everything we didn't know and everything that could have helped us. That feeling is absent in the Mario games that came to the west after this one, which gives the original an unique quality. It's this sentiment that immortalizes Shigeru Miyamoto's masterpiece beyond what it meant back in the 80s in front of its predecessors, and it still represents the promise of videogames of worlds that can still capture our imaginations and warp our minds to them.
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agux6996 · 2 years
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I made my FIRST PLATFORM GAME in SCRATCH!!!
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It's called "Escaping from FANTASY" and is an adventure-fantasy beta game inspired on Gravity Falls, Mario Bros and Amulet books. In the future it's going to have an Unity complete version with OK KO and Minecraft too, so wait for that ;)
If you want to try it on PC here it is :D
I hope you like it :3
PD: the game is in Spanish, but I hope you enjoy it anyway UwU
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jdoliveirapxl · 7 months
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kingkimineko · 10 months
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https://twitch.tv/king_kimineko
Join me as I play Celeste again! I'll be joined by my assistant Sam (Mangled Insanity). Some good ol' rage game/platformer! TW: Talks about anxiety & depression.
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retrogamingloft · 8 months
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youtube
Mouser Longplay (MSX Version) Despite being reminiscent of Donkey Kong (like many platformers of the time), Mouser never even had an inch of the success the former had. Not the MSX port, not even its arcade counterpart. I know I don't have millions of subscribers, but I hope I can give this game a bit of exposure, as I always thought it was criminally underrated (especially the arcade version). Don't get me wrong, the MSX port - despite consisting of only 3 stages - is a very nice effort, but the arcade version has the right amount of everything (graphics, gameplay, difficulty and what not) and it's really a forgotten little gem, definitely one of my favorite arcade platform games.
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jess-frances-b · 8 months
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Today it was announed that Curse Crackers will be coming out on the Switch soon. I don't have a Switch myself, but I thought I'd share it for anyone who does and seems interested.
And it's still available on Steam as well.
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arconinternet · 4 months
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Nightmare in the Toyfactory (Windows, Black Sheep Design, 1997)
The bizarre experimental Christmas-themed 3D platformer, where collecting toys doesn't just earn you checkpoints - they're actual toys and minigames you can play with, created to experiment with the game's engine. You can download it here, or download it pre-configured to work with modern versions of Windows here.
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hardcore-gaming-101 · 6 months
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Top 47K - Kid Dracula
Join the HG101 gang as they talk about the forgotten Castlevania game that’s kind of a Mega Man game.
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fruits-a-villa · 6 months
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Jano - Rayman 2 FanArt
"Your trick-or-treating ends HERE!!!!!!"
DeviantArt
Instagram
FurAffinity
Twitter
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