Daniel Moore

33%
Flag icon
Beating Spelunky from beginning to end takes, on average, about 30 minutes to an hour, that perfect arcade length, and there’s pressure to move quickly. Lingering too long in a level will induce a scary message (“A chill runs up your spine!”), followed by a steep drop in the music’s pitch. The source of this nightmarish transformation is revealed soon enough as the ghost floats onscreen from somewhere outside the level, its mouth gaping open, and begins to slowly give chase. The warning that precedes its entrance is clear enough: instant death if it touches you! Timers are a popular carry-over ...more
This highlight has been truncated due to consecutive passage length restrictions.
Daniel Moore
not let them take their time if they want to? I think it depends on what type of experience you want to give your audience. While the arcade business model may have shaped the design of the games, in many ways it shaped them well—maximizing a player’s time was a trait of successful arcade titles. Ultimately, I never intended Spelunky players to collect every piece of treasure, get every item, or explore every room each time they play. Instead, I wanted to force them to make difficult decisions and experience both the satisfaction of choosing correctly and the regret of choosing poorly. Collecting treasure and acquiring items without limitation is joyless, but add some time pressure and it becomes an exciting dilemma that makes skillful play more meaningful. Good players can make better decisions within the time constraints and are rewarded with better results. In Spelunky, they can even use the ghost to their advantage: Leading the apparition over large emeralds, sapphires, and rubies will cause them to change into more valuable diamonds.
Spelunky (Boss Fight Books Book 11)
Rate this book
Clear rating