[Game: Spelunky, Mossmouth, 2012]
Platforming Perfection:

The Incredible Design and Even Better Execution of Mossmouth’s Spelunky

 

Introduction:

Derek Yu’s Spelunky first appeared as a freeware game in 2008, and it soon became a beloved piece of software for many gamers in the know (including acting as one of the two biggest influences on Edmund McMillen’s design for The Binding of Isaac). Yu then turned his attention (enlisting the help of Andy Hull under the Mossmouth heading) to a ground-up HD remake of Spelunky, and its release garnered a victory in the design category of 2012’s IGF, followed by PC Gamer naming Spelunky‘s Steam release their game of the year for 2013. That second accolade resulted in a lot of controversy, with gamers all over the internet commenting concerns about how a simple 2-D indie game could possibly beat all of 2013’s massive studio releases, with each franchise’s fans arguing their case.

If you know me well, you’ve already got a pretty good idea of what sort of remarks I made toward those negative reactions. Mostly, I wondered whether most of those commenters were merely judging the game by its cover art, as it were, and had not actually played the game. As it stands, I would not only concur that Spelunky was the best game released in 2013, but I would go yet further and say that Spelunky is one of the best games I have ever played. To explain why, I will now compare Spelunky to the original Super Mario Bros. games.

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[Game: Spelunky, Mossmouth, 2012]
Platforming Perfection:

The Incredible Design and Even Better Execution of Mossmouth’s Spelunky

was last modified: May 16th, 2018 by Daniel Podgorski