“Climb if you will, but remember that courage and strength are nought without prudence, and that a momentary negligence may destroy the happiness of a lifetime. Do nothing in haste; look well to each step; and from the beginning think what may be the end.” — Edward Whymper, first person to ascend the Matterhorn
Like a wild nature unto itself, the world of Spelunky on the Xbox Live Arcade (XBLA) makes me feel insignificant as a video game player. It has no regard for my level of skill. If it rewards me with easy progress, I am happy. If it punishes me with overbearing obstacles, I try my best and am not surprised—or overly unruly—when I meet my grizzly end. That's just the way the cookie crumbles.
The game has been described as a rougelike platformer. The first half of that description refers to a sub-genre of role-playing games, derived from an actual 1980 game called Rouge, in which the game procedurally (or semi-randomly) generates new maps or levels for each play-through. Also, death in a roguelike is considered permanent. When you lose, you have to go all the way back to the start. No progress is spared. The objective may be to reach a predetermined end of the game, but if not that—since such an outcome is unlikely—then to simply make it as far as possible before dying will suffice.
In
Spelunky you play
either as a cartoony Indiana Jones lookalike or some other equally
cute alternate character. You descend your way through a series of 2D
levels, past all manner of enemies, hazards, and booby traps. Each
level is composed of various tiles or building blocks, algorithmically arranged in a unique manner. There are some patterns that remain the
same. The entry door goes somewhere at the top. The exit door is
somewhere at the bottom. And there is always an available path to
that door, however treacherous it might—or rather will—be.
But
your playing style can easily change mid-way through the game based
on your current health, as well as the resources made available to
you as you explore. You start each game with four hearts, four bombs,
four climbing ropes, and a whip. From there you can find or buy other
items, and just about everything you pick up can also be thrown as a
weapon. Get your hands on a shotgun and you may decide to wipe out
those jungle enemies head on. Find a pickaxe or load up on more bombs
and you might try blazing an entirely new trail altogether. It all
depends on what the game throws your way. If I happen to be in the
jungle levels and I see that I've ended up near a nest of giant bees,
you can bet that I am going to throw a proportion of my caution to
the wind in favor of a more frenetic pace. Seriously, those bees can
be panic-inducing! But if I likewise happen to stumble upon a trapped
damsel who will reward me with an extra heart if I successfully bring
her to the exit, I might put myself in the path of harm for that very
chance.
Every
scenario in Spelunky
is a risk-reward scenario. Mostly risk. You will quickly realize that
death is swift and not even a stockpile of, say, eight hearts can
assure your survival. The slightest misstep can instantly end what
may have been your best play-through, often in ways you hadn't
foreseen. It could be as graceless as a tiki man knocking you with a
boomerang into a bed of spikes or as elaborate as being thrown around
like a pinball by a bunch of yetis.
And
yet even as it kicks your ass, Spelunky is
addictive fun. It compels you to get better. You won't memorize the
levels themselves, but you will memorize patterns and situations. If
you lament your untimely death in one play-through, only to succumb
to a very similar type of death several play-throughs later, you will
curse not Spelunky but
yourself.
There
seems to be a recent mini surge of these procedurally generated games
like Spelunky. I've
been reading about a space game called FTL.
Another is The Binding of Isaac (be
sure to read an excellent column about that game here). The same
underlying concept drives one of my favorite games of the year, Super
Amazing Wagon Adventure, which I
previously wrote about. I think you can also identify it in those
mobile-platform running games like Canabalt, which
arrange an unpredictable path meant to keep you ... on your toes, I
guess. It's that very randomness that makes those games so easy to
pick up again. Every start is fresh and uncertain, but hopeful—always
hopeful!
Spelunky
also benefits for its attention
to precision controls. For being such a game of patience and caution,
the the character moves paradoxically fast, especially in a sprint.
Character movement carries the goofiest physics that nevertheless
become better controlled through sustained practice. There are
situations I can memorize. I know that when I sprint from one ledge
to another ledge separated by a gap two tile spaces wide, I'll end up
hanging onto that opposite ledge.
Compare this to a much older game I've also been playing, which is Super Castlevania IV on the Super Nintendo, also a whip-wielding platformer and a great game in it's own right, I've determined. But in the physics and mechanics department, it's a game from a primitive era. Every jump feels accompanied by the weight of an invisible lead ball chained to the ankle. Spelunky may have its retro aesthetics, but it takes full advantage of modern mechanics.
Compare this to a much older game I've also been playing, which is Super Castlevania IV on the Super Nintendo, also a whip-wielding platformer and a great game in it's own right, I've determined. But in the physics and mechanics department, it's a game from a primitive era. Every jump feels accompanied by the weight of an invisible lead ball chained to the ankle. Spelunky may have its retro aesthetics, but it takes full advantage of modern mechanics.
The
thing is, I've gotten to a point where I no longer fear these
occurrences. I accept them like I accept a change in the weather. Is
it fair? No. But Spelunky doesn't
care. And if it laughs at me, I can only laugh back and face its
cruel indifference like a challenge. The game commands respect
because your virtual life depends on it. Just don't believe for a
second that the respect is reciprocal.
The Score
- Rolling Stone Magazine gives Spelunky 3-and-a-half-out-of-5 stars.
- Pitchfork gives it an 8.7.
- Roger Ebert says games games can't be art.
- I say it's the best new game I've played this year.
Spelunky
was made by indie developers Derek Yu and Andy Hull and is a remake
of a free game of the same name that Yu originally developed for the
PC.
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