Spelunker is a 1983 platform video game developed by Timothy G. Martin of MicroGraphic Image. It is set in a colossal cave, with the player starting at the cave's entrance at the top, and the objective is to get to the treasure at the bottom.
Spelunker Game
Originally released by MicroGraphic Image for the Atari 8-bit family in 1983, the game was later ported to the Commodore 64 and re-released by Broderbund in 1984, with European publishing rights licensed to Ariolasoft. It was released on arcade in 1985, on the Nintendo Entertainment System on December 6, 1985 in Japan and September 1987 in North America, and on the MSX in 1986. A sequel was released in arcades in 1986 called Spelunker II: 23 no Kagi, and a different sequel for the NES on September 18, 1987 called Spelunker II: Yūsha e no Chōsen, both by Irem and in Japan only.
The cave's hazards include bats, which drop deadly guano on the player; and a ghost haunting the cave, randomly appearing to take the player to the shadow world. The player character can send a blast of air[2] to push the ghost away. However, this renders the player's character immobile for a few seconds, thus vulnerable to other dangers and further depleting their air supply. Objects to collect include sticks of dynamite, flares, and keys. Precise positioning and jumping are key factors in successfully completing the game.
The cave is divided into six levels. Although the levels connect seamlessly to each other, forming one large map, the game clearly signals a level change at certain points by showing the name of the next level and giving the player a bonus, consisting of an extra life and a varying number of points. Once a player completed all six levels, a new cave will be started with the same layout but with increasing difficulty. There are six caves total. While using the same game and scenery elements, the NES and MSX levels (which are shared with the Wii and 3DS versions) are far smaller than the Atari/C64 levels. The Arcade version uses additional game elements (such as shooting and scuba diving) and has an original level design. The same is true for Spelunker HD.[3]
The splash screen of the original Atari version features an excerpt of Modest Mussorgsky's Pictures at an Exhibition as title music. All other versions of the game, including the Atari re-release feature a different title theme. The NES and MSX versions have additional music during gameplay.
MicroGraphicImage was founded by former employees of Games by Apollo, one of the companies that had overproduced games for the Atari 2600, creating a glut of cheap games. In the pre-Christmas market of 1983, the company became insolvent, with several games still in development for a number of platforms, including the Atari 400/800. Three former programmers from Games by Apollo: Tim Martin, Robert Barber, and Cash Foley, subsequently formed MicroGraphicImage. Martin had been previously worked on games for the Atari 2600 and Foley developed for the Atari 8-bit family.[4] When Games by Apollo went into insolvency, Martin and Barber developed a game entitled Halloween, based on the movie.[5] The contract funded the founding of MicroGraphicImage. The game was released by Wizard Video Games during the video game crash of 1983 and sold poorly.
Martin and Barber's expertise was with the Atari 2600,[4][citation needed] and they were dissatisfied with the money being made through contract game development. Their strategy was to utilize the contract programming to leverage the funding of a software publishing company. Cash Foley joined as a technical specialist with Atari and Apple computer programming. At the January 1983 Consumer Electronics Show in Las Vegas, they developed a relationship with Gary Carlson, one of the founders of Broderbund. In early 1983, MicroGraphicImage developed games under contract for Broderbund, Parker Brothers, and CBS Electronics, while developing Spelunker for themselves.
Martin and Barber had been developing the Spelunker game design for some time, but it went beyond the specifications for the Atari 2600. Martin was responsible for game logic, Foley developed the graphic engine and game level editor, and Barber was the graphic designer and level editor. As Spelunker was Martin's original idea and he programmed the game logic, the game was issued with his name as the lead game developer, with the intention to alternate this role for subsequent games.[4] However, the short lifespan of the company meant that this did not happen. In 1984, they turned publication over to Broderbund and made a version of the game for Commodore 64, very similar to the original.
Although MicroGraphicImage was able to maintain a steady stream of contract work, the company was not profitable due to the overheads of financial business focus going into publishing. The game recession that started in the winter of 1982 deteriorated, and it was very difficult to find distributors to take games, especially from small publishers. Eventually, MicroGraphicImage ran out of money and ceased operations. Martin continued working with Broderbund on a business level and was able recover all debt through NES and coin-op versions of Spelunker.
The game was met with positive reviews. Bryan Welch reviewed the original Atari-8 bit version of Spelunker for 1984 Antic Magazine Buyers Guide and concluded: "I wholeheartedly recommend Spelunker to anyone who likes arcade-type games and is looking for a challenge. It's one game you'll always come back to."[6]Computer Gaming World of 1985 called Spelunker "a thoroughly enjoyable game ... a class act".[7] In Japan, Game Machine listed the arcade version of Spelunker on their February 15, 1986 issue as being the fourth most-successful table arcade unit of the month.[8]
The game was re-released for Virtual Console in North America on March 17, 2008,[9][10] and in Europe on September 5, 2008, for the Wii, in both regions on June 6, 2013, for the Wii U and in North America on June 27, 2013, for the Nintendo 3DS.
Sony Computer Entertainment of Japan released Spelunker HD for the PlayStation 3 on the PlayStation Network Store. It received the PlayStation Store best sales award in 2009 from Sony Computer Entertainment of Japan.[11] The game is a remake of the NES port, with high definition graphics and 10 large caves with 10 levels in each.[12]
In 2015, Square Enix released the free-to-play sequel Spelunker World for PlayStation 4 and PlayStation Vita.[13] On April 20, 2017, a new game based on Spelunker World was released in Japan for the Nintendo Switch.[14] It was later released as a download worldwide and physically only in Japan, as Spelunker Party! on October 19, 2017.[15]
In 2016, a collaboration between Spelunker and the Neptunia series resulted to an unlockable minigame mode called "Neplunker" for Megadimension Neptunia VII.[citation needed]
Back in 2010, I downloaded Spelunker HD as soon as it released for PS3 and it got its hooks into me right away. For the unfamiliar, you play as a little fellow who explores underground caverns in order to find treasures while trying not to bite the dust. Unfortunately, everything is out to get him and he's more fragile than he looks as anything from bat droppings to shallow holes can end his life in an instant. This high degree of challenge completely captivated me back in the day and after playing Spelunker HD Deluxe, I fell in love with it all over again. I remember playing lengthy online sessions with a handful of other random hardcore Spelunker fans while experts showed newbies where all the treasure was and everyone worked together to unlock doors, clear the way, and rescue anyone who needed help. To me, this is where the gameplay shines brightest and after 11 or so years have passed; I must say that it's as satisfying as ever. v1d30chumz 198-147-22-132
The core gameplay of Spelunker HD Deluxe is simple as all you do is run and jump around stages while using an action button in combination with the D-pad to set down bombs to blow up rocks, send up flares to scare bats, and blow a fan forward to make ghosts disappear. Although this sounds easy, you'll quickly find out that you can't fall far down at all without losing a life and nearly everything can spell your demise whether you're too close to a bomb that you dropped or a geyser unexpectedly blasts you from below.
Even though this sounds frustrating and, of course, it can be at times; Spelunker is all about playing carefully, planning ahead, and remaining vigilant of your surroundings. If you can do that, it feels awesome to work past long stretches without getting snagged on anything. With that in mind, impatient gamers who aren't willing to learn the ropes will likely get irritated early on but if you give it a chance and persevere, you're sure to find plenty to love. Speaking of which, there are oodles of hidden treasures with the main collectible being mural pieces and uncovering those just feels awesome so there's much more to simply progressing to new levels.
It's apparent that I absolutely love Spelunker HD Deluxe but it's definitely not for everyone. Those who will love it will love it a lot and almost everyone else will wonder what kind of substances those folks are on because it certainly isn't the sort of game that has mass appeal. Some will find it too dated and some will cower at the steep degree of difficulty but if you have an affinity for retro games and appreciate a good challenge then you'll thoroughly enjoy yourself as the hours tick away. To be fair, some scenarios are inarguably annoying such as when a ghost shows up while you're unable to fend it off for whatever reason. Those parts can suck an egg.
People like to call games the Dark Souls of whatever but Dark Souls is the Spelunker of action RPGs. With gratifying gameplay that constantly makes you stay on your toes, I'm very happy that this classic is back and it's more fully-featured than ever before. 2ff7e9595c
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