While shuffling through the gaming blogs, I came across several posts announcing the release of Studio Pixel’s Cave Story via Nintendo’s handheld content delivery service, DSiWare. While I now understand that Cave Story was initially released in its native Japan in 2004, I had actually never happened upon the game.
The title debuted for the PC as a free executable. Free. And since I didn’t even have a DSi, I figured that I’d just track down a copy to play on my computer. Recently, I’ve been trying to teach myself a little web coding, and have thus been doing my work in the Ubuntu distribution of Linux. Being too lazy to restart my system and boot into Windows, I found a Linux port of Cave Story (linuxDoukutsu-1.01) and ran it from there.
If you’ve been keeping tabs on our blog, then you know that I’m a sucker for gaming nostalgia; so, I’ll spare you the gush and just say that Cave Story is a successful homage to 8-bit gaming. In terms of aesthetic presentation, Cave Story manages to make ample use of what resources the 8-bit paradigm has to offer and doesn’t spare one byte.
Cave Story's tiles, animated sprites, and color palettes are choice. |
By my count, most objects and characters are something like 13 x 13 pixels square and adequately convey a sense of depth with two-to-four step color gradients. As you would expect, the music and sound effects are super low-fi, but succeed in much the same way that Cave Story’s art style does. The most impressive aspect of all this is the fact that Cave Story was created by one man, Daisuke “Pixel” Amaya.
Essential characters are assigned well drawn portraits that supplement character development nicely. |
Even without knowing about the game’s barebones development ‘team’, Cave Story impresses. The story is well composed so far, with a very tidy narrative full of colorful dialog (fantastically translated by whomever ported the game to Linux) and lively characters. In short, you begin as a perceived human amnesiac who awakens in a cave full of hostile creatures and without a weapon to boot. Once you find your way to the subterranean abode of an apparently narcoleptic gunsmith, you can snatch up a pistol with which you vaporize your would-be assailants thereafter.
I like to blow things up. |
Cave Story’s fun factor is driven by the player’s ability to clear an entire screen by gunning through their enemies with an assortment of quick and powerful weapons. Enemies will drop golden triangles that can power power up certain weapons through various levels of efficacy, along with hearts that replenish your health and ammunition for those weapons that can be depleted. Once the player figures out how to effectively swap their weapons, the game can pick up a deliciously chaotic momentum of ripping through swarms of badguys and collecting the spoils.
Japanese developers: masters of the art of launching way too many missiles at once. |
To be fair, the developer did take some thoughtful steps to accelerate the platforming experience by including an array of interactive environments that effect the player’s progression through the level. For instance, the second stage involves traversing a network of high powered fans whose force, when combined with a jump, can propel the main character an entire screen length. In fact, as I’ve progressed through each zone, the environments have become more visually interesting and kinesthetically involving. There really is a good balance of helpful and hazardous environmental elements -- from pits of charging enemies to pillars that provide cover -- which makes level design one of Cave Story’s strongest assets.
Smart color design and deceptively soft edges give Cave Story's environments a natural appearance. |
Whatever you do, play this game. The versions are detailed in the link below: I’ll let you sort ‘em out.
http://www.cavestory.org/downloads_1.php
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