![]() VVVVVV looks and sounds retro, but Cavanagh’s willingness to take a premise to the extreme underscores the relentless drive of a modern artist rather any cliched attachment to nostalgic pleasure. Later in the game, Cavanagh takes away platforms altogether for a few challenges to achieve an even stronger sense of nerve-wracking vulnerability and physics-defying adventure. ![]() The best segment of the game highlights the excitement of moving from one screen to the next: to nab one item, you must twice guide the hero through a treacherous series of tunnels with spikes as he’s pulled in midair for several successive screens. Although VVVVVV wasn’t the first game to feature this concept (see the Mega Man series or, for a less well-known example, 1986’s Terminus), it commits to the idea like no other title. With the press of a button, the protagonist of Terry Cavanagh’s VVVVVV quickly floats to either the ceiling or the floor via gravity. Note: You can read the introduction to this list here. This stunning interpretation of Donkey Kong as a limitless well of dynamic action is also an audiovisual home run, with sound effects that pay homage to the arcade classic, an urgent soundtrack that ranks among the best on the Game Boy, and cinematics that amusingly reimagine Mario’s neverending pursuit of the titular antagonist. Without a tutorial sucking the creative spirit out of the whole affair, you’ll learn how to create temporary ladders and bridges, ride on the heads of harmless enemies to reach higher ground, take advantage of a highly athletic moveset (a clear inspiration for the acrobatics of Super Mario 64), and more as you identify and then carry a key to open the door to the next stage. The best remake in video-game history, this Game Boy masterpiece opens with the four levels of 1981’s Donkey Kong before sending the player, as Mario, on an indisputably epic quest. (For more on the greatness of Mega Man 3, read my essay here.) The game’s kinetic flare makes it hard not to feel propelled through its gauntlet of outstanding villains, from Snake Man to Gemini Man to Top Man. This game’s silky smooth run-and-jump action, a revelation after the slippery play of the first two Mega Man games, is accompanied by faster screen-to-screen transitions and a now-legendary move, the slide, that redefined how the blue hero can travel and react to threats. And pay attention to the game’s underrated satirical undercurrent, where the protagonist’s greed and treachery - the damsel in distress, who is wryly labeled a villain in an in-game notebook, can literally be used as an object - are almost always rewarded with death.Īn honorable mention in my 15 greatest shooters list, Mega Man 3 fully realizes the potential of its predecessors. The fundamentals of this game - the climbing and hanging, the running and jumping, the throwing and dropping - are fine-tuned to an absurd degree, and Yu’s level design strikes an impeccable balance between randomness and familiarity. I’d like to meet someone who has stopped discovering tricks and quirks in Derek Yu’s Spelunky HD. ![]() As a game where you can casually advance through its levels or dive deep into its hidden areas through fun uses of the hero’s many powers, Kirby’s Adventure has flexible appeal and is one of the greatest technical achievements of the 8-bit era. director Masahiro Sakurai - is more driven by the freedom to fly, and Kirby’s copycat ability both complements the established formula of 1992’s Kirby’s Dream Land and predicts the surreal, morally dubious nature of Super Mario Odyssey. This Nintendo classic - which has the fingerprints of the late and great Satoru Iwata, in addition to those of long-time Kirby and Super Smash Bros. Kirby’s Adventure doesn’t exactly conform to the standard notion that platforming should involve a distinguished approach to jumping. The newest game on this list, Downwell shows that Fumoto is a brilliant independent artist who should get more attention from the gaming press (which is too obsessed with, among other things, the randomly generated sci-fi banalities of No Man’s Sky). In Downwell, you can safely bop certain enemies but get injured by touching others, and it’s this concern that gives this pacey game its fundamental tension as you try to rack up combos or merely survive through the greatest fall in video-game history. Some might define Downwell as a shooter, but developer Ojiro Fumoto ingeniously riffs on one of the platformer’s most common features: the ability to dispatch an enemy by bopping them on top of the head. Note: You can read the intro to this list here and the entries for #15-11 here. ![]()
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