

Furthermore, the chibi-style of many of the characters captures their essence perfectly and is reminiscent of the old Famicom days. But despite this lean approach, Cave story manages to produce rich and vivid environments with beautifully smooth parallax scrolling.

Still, despite all the available technology, Cave Story keeps it fairly leans and simple, maintaining the retro look. Modern graphics editors, even basic ones, higher productivity rates with quick copy-pasting, flipping, colour adjusting and filters. Larger capacity allows a greater number of tiles, more colours and higher resolution graphics. Judging 2D graphics is difficult by today’s standards because of all the advantages that come with modern technology. All in all, Cave Story still gets a gold star for being fun enough to play through several times. While this difficulty is actually a positive thing since most games today require nothing more than smashing random buttons to finish, the immense inconsistency almost detracts from the game. Then quite suddenly one reaches the final areas and finds oneself bombarded with handicaps and difficulties that include gauntlets of terrible battles with no save points in between. While the first part feels a little tough, one soon finds oneself breezing through the game after gaining a rudimentary understanding of the mechanics. The game’s flaw lies predominantly in its inconsistent difficulty. Still, for all the good there is some, albeit very little, bad.

For this reason, the game boasts some of the most fluid and intuitive controls I’ve come across. Though there are some other RPG elements, for the most part, the player must rely almost solely on his/her own dexterity to progress. This is a good combination as it help break the monotony, integrates the story and gameplay nicely and helps separate the games into more distinctive segments. But above this primary layer exists another, thinner layer of sophistication that one would find in RPGs and adventure game the old find-that-item-talk-to-that-person routine. That’s jumping, shooting and using the right weapon - for the right enemy those who don’t know what I mean.
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During this time he created all the graphics, music and code needed to bring his vision to life.Ĭave Story’s gameplay is primarily somewhere between Commander Keen and Rockman.
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Ports: WiiWare, DSiWare, Nintendo 3DS, Linux, Mac OSĬave story was created entirely by “Pixel” over a period of about five years. Genre(s): Action, 2D platformer, RPG components, non-linear plot
