Tag Archives: shovel knight

FGC #562 Q*Bert

No colorLet’s look at the evolution of gaming/Q*Bert over the years.

In 1982, gaming was just taking its first, tentative steps towards Gaming as we know it. Pac-Man and Pong had blazed the trail with their joystick/wheely thing controls, but now we were seeing new and innovative ways to play. Kangaroo, for instance, was a game that was very similar to the likes of Donkey Kong, but added an all-important offensive action to its heroine’s repertoire. Kangaroo could punch out monkeys and apples alike, and one could argue this simple act was the start of “videogame violence” for years to come (sorry, dead monkeys, you gotta start somewhere). And speaking of offensive options, Dig Dug first started digging in ’82, and he had the ability to “pump up” his opponents until they popped. This had the dual purpose of inspiring a generation of bizarre fetishes and featuring a hero that always had the ability to turn the tables on his opponents. Unlike Pac-Man or Mario that had to rely on sporadically distributed powerups, Taizo the Digger was hunted and hunter all in one. This would become the norm for practically all of gaming to come.

But if one game presciently granted a glimpse of gaming of the future, it was Pitfall. Nearly four decades ago, Pitfall Harry explored a large world of tricks, traps, and treasure. Harry had much to do in his (certainly not Mayan) adventure, and, while his moveset was limited, it was contextually sensitive to all sorts of challenges. Harry didn’t simply jump over opponents, he leapt to swing across vines, or hopped over the heads of gators. Pitfall was a revelation for everything its protagonist (and by extension, the player) could do, even if this was still the era of extremely blocky dudes puttering around monochrome backgrounds.

Lookin' GoodAnd 1982 also saw the release of Q*Bert. Q*Bert only need move from block to block in a generally diagonal manner. He changes block colors simply by touching blocks, and his only “offensive option” is baiting a malevolent snake into a bottomless pit. Q*Bert does not have a bonus jump, “punch”, or other abilities. Q*Bert simply hops.

Ten years later, in 1992, the face of gaming had irrevocably changed. The arcade gave way to the domination of the console, and now Sega and Nintendo were battling it out. But there was the Personal Computer, too! Wolfenstein 3D had just been released, and the whole of the FPS genre was just starting to congeal into Doom (to be released the next year). For some, the “3-D” nature of first person shooters promised to be what “the future of gaming” was always expected to be: fully immersive fighting (through the legions of Hell/nazis, apparently).

But away from the monitor and back at the television, Sonic the Hedgehog 2 was pushing the boundaries of the genre that had become known as platforming. Sonic could run, jump, and dash; but he did it at speeds that could not have even been imagined ten years prior. And this latest Sonic allowed for two player simultaneous play! Just like in those competitive fighting games that had been making the scene! And Mortal Kombat was the most prominent “new fighter” of ’92. Now there was a radical shift in gaming! Kangaroo might have punched out a monkey, but, for better or worse, she never tore the head off of an opponent. And look at all those buttons! “Punch” is a thing of the past: Sub-Zero had a variety of punches, kicks, and fireballs (well, snowballs) at his disposal. You didn’t just need an instruction manual for your average fighting game, you needed a strategy guide (thanks, Nintendo Power!).

Good bless QBertBut while we’re considering strategy, let us also consider Super Mario Kart. Mario had cameoed in a sports title here or there over the years (he got really good at Golf, apparently), but he mostly just starred in his own adventures that involved running and jumping. Super Mario Kart was a great success as a fun racing game, but it also showcased how a videogame mascot could shift all their normal “verbs”, but still be unmistakably that familiar mascot. Mushrooms can make you super tall, or they can give you a speed boost. Turtle shells can become projectiles divorced from their turtles. And anyone that has ever played any Mario Kart knows the difference between a Starman that allows you to mow down goombas and one that allows you to speed to the finish line. Mario Kart showed that even the most rigidly defined mascot could be anything, and paved the way for the Sonic Racing or unprecedented crossovers of today.

And then there was Q*Bert for Gameboy, and Q*Bert 3 for Super Nintendo, both released in 1992. Q*Bert only need move from block to block in a generally diagonal manner. He changes block colors simply by touching blocks, and his only “offensive option” is baiting a malevolent snake into a bottomless pit. Q*Bert does not have a bonus jump, six punch buttons, or other abilities. Q*Bert simply hops. Sometimes there are a variety of new colors and backgrounds, though. You know, at least on the system that has color.

Let’s hop forward seven years. By the time 1999 rolled around, the “mascot wars” of the previous console generation had concluded, and newcomer Sony was riding high with the Playstation and the serious, cinematic Final Fantasy franchise. This was the year we were finally going to see the sequel to Final Fantasy 7, Final Fantasy: Whatever, and it pushed the boundaries for what was expected of the JRPG genre. Have you ever heard of Triple Triad? Guardian Forces? Dog Missiles? If you haven’t, don’t worry about it, it was all only around for one game, but it did establish that you could have complicated battle systems that were only relevant for one title. Fight, magic, item wasn’t the only fish in the sea, anymore, let’s get ready to get some gambits up in here!

Go QBert!This was also a time when gaming was getting more serious… but “serious” as more of a teenager’s definition. Tony Hawk’s Pro Skater allowed a “real human” avatar to perform intricate skateboarding tricks in a universe that apparently had unlimited and instant healthcare. Silent Hill allowed a player to explore the depths of the human psyche in a world that was going to be complete in a few years with the introduction of a certain pyramid headed fellow that really knew how to swing around half a pair of scissors. Or maybe you just wanted to be the Driver, and cruise around realistic (enough) cities? In a way, these games were just as big on the fantasy as Mario (no, you cannot drive a car into a building in reality and continue to have a good time), but they were a lot more “real” than anything Pitfall Harry ever did.

And if you wanted some fantasy, don’t worry, you still had the likes of Ape Escape or Donkey Kong 64 to hold you over. DK64 saw the collectathon at its most… collecty, and showcased all the different ways Kongs can run, jump, and shoot on their way to an ultimate goal of wringing out 12,000,000 (monotonous) hours of gameplay. And Ape Escape was no simple monkey game, it was a sneak and capture event closer to Metal Gear than Donkey Kong. Even visually “childish” games in 1999 weren’t so simple.

And then there was Q*Bert for Playstation. Q*Bert only need move from block to block in a generally diagonal manner. He changes block colors simply by touching blocks, and his only “offensive option” is baiting a malevolent snake into a bottomless pit. Q*Bert does not have a bonus jump, “punch”, or other abilities. Q*Bert simply hops. This time there was an adventure mode, but that was just an excuse to stick cinema scenes on either side of a world. Everything else was just Q*Bert hops.

BERT!The following five years allowed for a number of innovations in gaming. In 2004 we saw Grand Theft Auto: San Andreas, which was the first Grand Theft Auto to feature extensive customization to its grand, open world. It also had planes, bazookas, and the opportunity for your C.J. to cosplay as The Notorious B.I.G. for the entire adventure. It is arguable that this Grand Theft Auto went too far into the whacky territory after its sequels eventually tried to rein everything back in with sad Russians in GTA4 and sad dads in GTA5, but the Saints Row franchise carried that whacky football straight to the end zone. Gaming had started goofy, become serious, and then migrated back to goofy all over again.

And speaking of marginally goofy, this was the year we saw Fable, which touted a rich morality system and a story that was different every time you played it. Did that actually happen? Well, not really, but it did seemingly start the trend of games that bet their whole asses on save baby/eat baby morality. It was no longer enough to run, jump, and punch; now you had to determine whether or not you were doing all those things while simultaneously becoming Mecha Hitler. Or Mecha Mother Theresa? You’ve got choices!

But on the simpler side of things, there was Katamari Damacy. This straightforward little game featured a protagonist that could only roll around a ball, but that ball could grow from the size of a paperclip to roughly the girth of a galaxy. And, more importantly than the gameplay, it was released for a whole $20, kickstarting the (now standard) belief that not every videogame had to be a AAA, 40 hour feature. Before internet connections fully graduated from 56K, Katamari Damacy showed us a glimpse of the future of downloadable titles.

Eat it!And speaking of downloadable, this year also saw an official Flash (RIP) version of Q*Bert. In a game that would be ported to “real” Windows a year later, Q*Bert only need move from block to block in a generally diagonal manner. He changes block colors simply by touching blocks, and his only “offensive option” is baiting a malevolent snake into a bottomless pit. Q*Bert does not have a bonus jump, “punch”, or other abilities. Q*Bert simply hops. At least this Q*venture was free.

Now we fast-forward a decade to 2014. What innovations did this year hold for gaming? Well, we wound up skipping the exact year for a lot of big’uns from this epoch, so we’re left with staring straight at Dark Souls 2. Did you ever hear about Dark Souls? It’s the Dark Souls of Bloodborne games. Love it or hate it, Dark Souls impacted gaming in more ways than we will ever admit, arguably revitalizing the general gameplay of the rogue-like and encouraging increasing your own personal gaming skills while marginally leveling up your chosen hero. In a similar manner, this was the year we saw Bayonetta 2, a shining example of the likewise “hardcore” stylish action genre. Gaming could be slow and methodical or fast and elegant, but, in both cases, it was a little more complicated than guiding a puck through a maze.

And if you still wanted the mascots of yore, don’t worry, they were represented, too. If you wanted to see everybody fight everybody, Super Smash Bros 4 WiiU/3DS was released in 2014. Smash Bros was always a shining example of videogame protagonists leaving their usual genre and sailing into something completely different (Star Fox left his ship!), but Smash 4 would eventually grow and mutate to be a veritable yearbook of every character that had ever mattered in gaming (sorry, Geno, you don’t matter). And if you wanted something new from “cartoony” characters, this was also the year that Shovel Knight proved Kickstarting retro platformers was wholly viable, and could have amazing, enduring results. Come to think of it, Shovel Knight was partially inspired by Dark Souls, too…

CHOOSE YOUR FIGHTERBut there was one game released that year that was not inspired by Dark Souls. Q*Bert Rebooted, seemingly rebooted to promote an Adam Sandler vehicle, was a game where Q*Bert only need move from block to block in a generally diagonal manner. He changes block colors simply by touching blocks, and his only “offensive option” is baiting a malevolent snake into a bottomless pit. Q*Bert does not have a bonus jump, shovel, or other abilities. Q*Bert simply hops. He also hopped to nearly every platform available, so this one is still downloadable on modern consoles.

And Q*Bert returned for the most recent time in 2019 for iOS. Do we need to review the gaming breakthroughs of such a recent year? Fire Emblem: Three Houses and its perfect blend of chess and dating simulation? Super Mario Maker 2 and its ability to grant the player full creative control over familiar gameplay? Untitled Goose Game and its goose? Whatever the hell happens in Sekiro? (I gather it is a photography simulator.) 2019 was an amazing year for gaming where we not only had all this, but also Q*Bert. And what did Q*Bert do? He moved from block to block in a generally diagonal manner. He changed blocks colors. He baited a snake into a pit. Q*Bert only knows hops.

He was Q*Bert. He is Q*Bert. The face of gaming may irrevocably change, but Q*Bert is Q*Bert forever.

@!#?

FGC #562 Q*Bert

  • Go lil buddySystem: I’m pretty sure the lil’ Bert appeared on nearly every console system, give or take a few outliers. Playstation 2? Sega Genesis? And I’m pretty sure he wasn’t on Atari Lynx, either. Other than that, there’s probably some Q*Bert in some form on your preferred console.
  • Number of players: One Q*Bert, but two people can take turns if they are so inclined.
  • Don’t make a sound: Q*Bert’s claim to fame has always been the bizarre recordings that approximate the sound an orange monster man might make when brained with a purple marble. Unfortunately, playing Q*Bert in the year 2021 just reminds me that I never want to hear from a belligerent orange creature ever again.
  • Hey, what about Q*Bert’s Qubes: The only Q*Bert to truly mix up traditional Q*Bert gameplay was… not all that different. It basically just added the idea of “rotating” cubes according to the direction Q*Bert hops (as opposed to one simple, all-purpose tap), and added a handful of new enemies (there may have been a crab). Other than that, the way it “separated” the blocks made the game a lot more difficult to visually parse, and there’s probably a reason this Q*title is generally forgotten and ignored.
  • Did you know? Q*Bert for Playstation started with a cinema scene based in Q*Bert’s blocky little world. Weird thing? His weirdass universe looks a lot like modern Minecraft. Did Steve colonize Q*World? Is that the secret origin of the franchise?
  • Would I play again: Q*Bert is great for a whole five minutes before you remember it’s just goddamned Q*Bert. I will probably waste those five minutes again in the future.

What’s next? Random ROB has chosen… Wallachia Reign of Dracula! Or did ROB actually choose Bloodstained: Classic Mode? Actually, it’s both! We’re going to have a double header next! Please look forward to it!

GO FOR IT!

FGC #468 Shovel Knight

For shovelry!Just the other day, my father walked into my kitchen, and, because I had carelessly left a fresh delivery on my kitchen counter, my dad asked what exactly he was looking at.

“What’s Shovel Knight from?”
“He’s Shovel Knight. From… Shovel Knight.”
“Oh. So is that a movie? Comic book? Comic book movie?”
“Nope, it’s a videogame.”
“Oh. Does he… uh… dig?”

Yes dad, Shovel Knight does dig. And he bounces and battles dragons and saves the love of his life and brings hope to all the people of his homey little hamlet. And he’s been around for six years, and he’s rocketed from nonexistence to possibly the most adaptable character in the last few years of gaming. And, yes, he’s a little golden amiibo that is sitting on my kitchen counter.

And considering that all happened thanks to fan support, focused marketing, and damn good gameplay, it’s hard to believe Shovel Knight’s giant blue helmet isn’t the face of gaming of the last decade.

Now, it’s an easy thing to imagine Shovel Knight sprang into existence in the Spring of 2013 when the official Shovel Knight Kickstarter kicked into high gear. Or, perhaps, you would like to attribute his creation to when Nick Wozniak and his team first pioneered the concept over a lunch “that got too serious”. But to truly understand the origins of Shovel Knight, you have to go back to the late 90’s or so. Back at the turn of the 21st Century, 2-D platforming rapidly went from “is videogames” to “oh God everything that is 2-D is trash, strike it from thine sight”. For reasons that are still mysterious to even our most learned historians (though there is a hypothesis that Gamepro may have been involved), this kind of thinking persisted through many years, causing many a beloved franchise to embrace 3-D or die. Mario 64 was a revelation, Mega Man X7… less so. But the belief that a game could not be 2-D seemed to Shinyhold fast for a decade, and the only place you could find such an experience would be in the Gameboy ghetto of game development. It’s telling that one of the most popular games of 1997 had to retreat to the portable space, while its 3-D rival of the year managed to dominate the console industry for years to come. The message to game producers was clear: you weren’t going to get anywhere with 2-D. And doubly so if you were dropping cutting edge graphics for a “retro” experience. That kind of nonsense best be relegated to some manner of easter egg. No one would every buy a retro platformer.

So it makes perfect sense that Shovel Knight’s initial fundraising goal of $75,000 was quickly surpassed, and Yacht Club collected over four times as much funding ($311,502) in less than a month’s time. Shovel Knight’s audience was starved for Shovel Knight-esque content, and, while the yolk of 3-D oppression had been shaken in the years leading to 2013, it was still a time when the prospect of something “like old Capcom games” was going to appeal to a very dedicated subset of nerds. This meant that the whole of Shovel Knight’s “bonus” content was funded before ol’ SK officially touched his first trowel, so a game crammed with amazing content was forthcoming. 14,749 people were ready for some amazing retro action that would be shared with WiiU, 3DS and PC players shortly.

And, from a gameplay perspective, Shovel Knight did not disappoint. Shovel Knight is an excellent platformer that borrows liberally from the entire NES library, but combines all those pieces to be its own exceptional Voltron. Shovel Knight’s downward stab was apparently inspired by Link, but his greatest hopping challenges seem to evoke Ducktales more than anything. And the “arc” of the quest is much more akin to Mega Man, what with clearly defined “gimmick” bosses (Propeller Knight and Gyro Man were separated at birth) and stages that rely wonderfully on their masters’ theming. And maybe that world map is supposed to suggest Super Mario Bros. 3. Or those upgrades are supposed to remind us of Samus Aran’s evolving arsenal. And there were a few items that inched closer to modern sensibilities, like the collectables that advanced replay value (often hidden in accompanying “challenge” areas), or the death system that was a lot closer to Dark Souls than Darkwing Duck. But wherever the inspirations originated, Shovel Knight combined all of its pieces to be an extraordinary experience. Join the clubAnd it didn’t hurt to see a cast of memorable characters fighting through an unforgettable tale of loss and tragedy (and eventual triumph). Wrap this all up with a host of modern “achievements”, and Shovel Knight was one of the finest games of 2014.

But it wasn’t anywhere near done.

Shovel Knight was everything anyone could want from a retro platformer, but it wasn’t the complete game that had been funded a year earlier. All of those bonus bells and whistles would gradually dribble out over the following months and years. Things like Gender/Body Swap mode was little more than a (staggering and inclusive) skin for our heroes and villains, but Plague of Shadows was practically an entirely different game labeled as merely an “expansion”. The adventure, now featuring the morally gray Plague Knight, was a whole new way to play through familiar levels, and featured an added “town area” and a few other extras (peculiarly powered by washing machines) to boot. This was released alongside a number of quick challenges for Shovel Knight, and, coupled with some new console exclusives (and, uh, additional console releases, too) like challenges from Kratos and The Battletoads, it was clear that Shovel Knight’s additional content wasn’t going to be some hastily manufactured DLC.

And let me tell you, about a year and a half later, just in time for the release of the Switch, Shovel Knight: Specter of Torment proved Shovel Knight “DLC” was going to be a lot more than a meager expansion.

Spin it!Plague of Shadows was an all-new story with an all-new character (well, all-new for control purposes), but it still saw its hero (“hero”) venture through (most of) the same levels as Shovel Knight. The new play style radically altered your options for traversal, but it was still just a game starring Luigi instead of Mario (well, Super Mario Bros. 2 Luigi, at least). Specter of Torment reused those same levels, but modified them to the point they are barely recognizable. And that’s a good thing! Specter Knight possessed his own moveset, and, rather than mere rehashes, all of his stages were modified to be challenging for that specific moveset. This made Specter of Torment a complete sequel to Shovel Knight! Well… that might be a bit of an exaggeration. Maybe it’s more akin to a romhack? Or, like the NES games Shovel Knight so adores, it’s an “old school” sequel. Almost all the same assets, but rearranged so completely as to be practically unrecognizable. A shining example of the proper way to recycle pixels.

And, oh yeah, Specter Knight is a blast to play as. He’s the Zero to Shovel Knight’s Mega Man (or… uh… Scrooge McDuck?), and really feels like he belongs in an entirely different game. Which is appropriate, as his “entirely different game” seems to only reuse the general aesthetics of its prequel/sequel. The world of Specter Knight goes to some very unexpected places (like the origins of Shovel Knight’s best gal pal), and eschews some gameplay conventions (like the world map) while picking up all new challenges (like an endless tower of pain)(and grinding! Like Sonic!). It’s still unmistakably Shovel Knight, but it’s a whole new experience through and through.

SPIN FOR YOUR LIFEAnd then, in 2019, they did the same thing again with King Knight and Shovel Knight: King of Cards. Give or take one extremely subjective card game (I hate all card games [even that one], but my understanding is that some weirdos can enjoy such a thing), King Knight’s adventure is another slam dunk. The general tone (and lighting) seems closer to its OG Shovel Knight origins, but Kingy’s quest to be king of at least something features dramatically shorter levels and more bite-sized challenges than any of the other campaigns. And that’s a refreshing change of pace that additionally gives some of the gimmicks of the previous tetralogy some room to breathe. Green goo and a bouncy-butted beetle finally get a showcase in their own, complete level! Considering the number one complaint anyone ever leveled against Shovel Knight was that its stages were too long (which, seriously, you gonna complain about there being too much game to play? Philistines), King Knight’s King of Cards is a sequel to Shovel Knight that listened to its greatest detractors. Yacht Club learned something!

And then, to top it all off, Shovel Knight dropped its own version of Smash Bros. You can control every knight! And make ‘em fight! And most of the significant NPCs are PCs now, too. So, finally, you can see who would hold ultimate victory in a battle between Mona, Baz, Mole Knight, and those purple goo monsters from the final tower. And, for being an 8-bit redux inspired by a game that originally appeared on 64-bit hardware, it’s pretty damn impressive. It can get a little confusing when you’re trying to find your sprite against similar colored backgrounds (or against similar-colored enemies), but the designs of the Shovel Knight cast compensate for a lot, so you can usually tell the difference between a Shovel Knight and a Black Knight. And if you can’t? Well, just go ahead and have fun with it. This is an 8-bit platformer fighting game, after all. It’s supposed to be about as chaotic as a bucket full of enemy crabs.

Get up thereSo that’s 3.5 games, right? We’ve got Shovel Knight: Shovel of Hope and Plague of Shadows as two pretty similar experiences, but Specter of Torment, King of Cards, and Shovel Knight Showdown are all as different as Mega Man 2 and Mega Man 3. Showdown is practically an entirely different genre. I’m going to call that a total of 3.5 games that all fall under the Shovel Knight umbrella.

And it all came from one Kickstarter.

And if you bought the initial Shovel Knight at launch, the whole package cost a measly twenty bucks. You’re actually rewarded for being an early adopter.

Shovel Knight is a game that seemed to last a decade with its various expansions, but, more than that, it is a shining example of what was possible for a few brief years in the 2010s. Kickstarter was an extremely popular platform earlier in the decade, and, while it produced many excellent games and projects, it is primarily recounted now by any number of fans who wound up burned by creators who had the collective managerial skills of a hamster (and not that hamster with the hardhat). Kickstarter and alike is now seen more as a generally reliable healthcare plan than a platform that might create the next game you’ll play for five years. But in the last decade, it was responsible for Shovel Knight. And the triumph of Shovel Knight paved the way for oodles of retro platformer titles. Was every retro game good? No, of course not. But they never would have seen the light of day without Shovel Knight blazing a trail. And, while this trend is likely coming to its close, the current digital marketplace does speak to Shovel Knight’s success.

And, as appropriate for a knight that came from the crowds, he has now returned to the crowds as the most cameoed newcomer of the decade:

Smash it Good!
Slash it Good!
Bonk it good

Not bad for a dude that didn’t exist when the decade started.

Shovel Knight is the 2010s distilled down to its purest, more hopeful form. It is an experience that could only come from one time in gaming’s history. And it’s a damn fine game to boot.

2010: The decade of Shovelry.

FGC #468 Shovel Knight

  • System: Whaddya got? Nintendo 3DS, WiiU, and PC to start, but eventually shovelry spread to the Playstation 3, Playstation 4, Playstation Vita, Xbox One, Nintendo Switch, and the Amazon Fire TV (for some reason).
  • Look away!Number of Players: 2-Players was eventually patched in (with or without amiibo), and Shovel Knight Showdown is 4 players simultaneous. But most people think about the single player campaign, because Shovel Knight appeals to lonely, insomniac nerds.
  • Just play the gig, man: Did I mention the music was amazing? Because it is. Jake Kaufman seems to be responsible for the majority of amazing American soundtracks for the decade, and the addition of one of Mega Man’s composers is just the perfect addition. The fact that every song gets a little in-game director’s commentary is pretty boss, too.
  • Favorite System: Shovel Knight appeared across multiple platforms, but the 3DS version still might be the best. It has 3-D and the ability to quickly switch between items (or whatever they’re called in the version du jour). Battletoads are no substitute for being able to avoid a pause menu.
  • Lucasian Problems: Kudos to Shovel Knight’s team for not returning to Shovel of Hope with every update to “backdate” changes from later expansions. It would be the easiest thing in the world to sneak in “remake” NPCs that allude to what happens in other knights’ adventures (or, hell, advertise those experiences), but Shovel of Hope remains unmolested and devoid of unnecessary changes. Thank you for the restraint.
  • Favorite Character: Percy the Horse Scholar. I will not be accepting questions at this time.
  • Go Toads!Amiibo Corner: Naturally, I preordered the Order of No Quarter amiibos when they were first announced. That was in the fall of 2017. They were released in December of 2019. That might be the longest preorder for a videogame-related item I’ve ever maintained. Good thing I still care about collecting every damn amiibo in existence!
  • Say something mean: Propeller Knight’s stage is the worst in every version/adventure. This isn’t because of the frequent bottomless pits (though, admittedly, that do not help); it’s the auto scrolling areas, and spots that may as well be auto scrolling because you need to wait for a cannonball or wind gust. I hate waiting! I want to run! Don’t hold me down, Propeller Knight!
  • Did you know? Shovel Knight is almost a NES game… though it does include three additional audio channels and four extra colors not available to original Nintendo Entertainment System hardware. There are some other “tweaks” here and there, too, but what’s important is that the screen shakes during explosions unmistakably like in an old school game.
  • Would I play again: Absolutely. This is the cream of the crop for 2-D platformers, and I love me some 2-D platformers. Long may his shovel reign!

What’s next? Random ROB has chosen… Pokémon Sword for the Nintendo Switch! … Yeah… that was a totally random choice, and not the result of me putting a hundred hours into the thing over the last few months… Yeeeep! Gonna be a totally randomly chosen modern game next week! Please look forward to it!

Shake it