When was spelunky made




















In Spelunker, your air supply constantly counts down via a meter on the screen, and you asphyxiate unless you regularly pick up air tanks. You can die by jumping into push blocks at the wrong angle. If you play it on the Chromebook, you can do a cheat by pushing Search, Shift, and 3 or refresh at the same time to get 99 lives. GameMaker Studio Spelunky is a source-available 2D platform game created by independent developer Derek Yu and released as freeware for Microsoft Windows….

The aim of the game is to explore tunnels, gathering as much treasure as possible while avoiding traps and enemies. The spelunker can whip or jump on enemies to defeat them, pick up items that can be thrown to either attack enemies or set off traps, and use a limited supply of bombs and ropes to navigate the caves.

Happy Spelunky-ing! Spelunky 2 has three different endings, depending on how far the player gets. The player either has to defeat Tiamat or Hundun for the main two endings.

The final ending has the player complete all 94 levels of the Cosmic Ocean and reach , where they will become one with the cosmos and leave behind a Constellation.

There are a bunch of other locations that require you to complete certain criteria in order to make it there. The Powerpack is a new back item in Spelunky 2.

It can be found in crates with a 0. Spelunky is a game created by Derek Yu. In it, you control a small, Indiana Jones-esque hero, attempting to survive increasingly difficult 2D platforming levels as he delves deeper into a treasure-rich landscape.

And while the levels have specific themes mines, jungles, caverns , the level designs are different every time you play. The first level might have you avoiding pressure-sensitive traps, using bombs to blast your way to the exit, but it could just as easily have you battling a mess of snakes and spiders, requiring precise jumps to avoid spike pits. Even though the level design is random, you'll be well-acquainted with the visual style of this first level the game always starts in the mines as, unlike most platformers, Spelunky only gives you a single life to make it to the end of the game.

Die once and you're back at the very beginning with a whole new set of levels before you. Sounds miserable, doesn't it? Surprisingly, it's not. You may recognize the name, as McMillen has been behind some of the best indie games ever made. He continues: "As a designer, it's one of the most influential and inspiring games that I've played in forever.

But it's just randomized Mario, right? What's the big deal about that? Actually, there's far more going on in Spelunky than first meets the eye. By second grade he was designing games on paper with the help of a like-minded 8-year-old named Jon Perry. Yu and Perry's partnership would last 12 years, with the pair releasing games through AOL communities and, eventually, dedicated indie game forums.

Their collaboration culminated with a freeware Metroidvania called Eternal Daughter in For his next game, Yu was ready to try something new. He teamed with another designer, Alec Holowka, to make Aquaria , an underwater exploration game. It took two years to develop, but received plenty of praise along the way, winning the grand prize at the Independent Games Festival in The game released in and its success across multiple platforms ended up funding Derek's first major solo project: Spelunky.

The term "roguelike" comes from the game Rogue , a s RPG. The concept was simple: Unlike most RPGs, Rogue featured a randomized map, and dying at any point would force the player to start from scratch.

While punishing, the format of the game became popular as it encouraged thoughtful player movement rather than twitch-based play, thanks in no small part to its turn-based format. After the release of Aquaria , Yu began experimenting with different genres for a follow-up. Using his experience from past projects, he knew what worked and what didn't and tried to use that information to inform where we would go next.

Spelunky was the outcome. Spelunky was really just inspired by little pieces of all of those genres. It occurred to me to apply some of the core ideas of roguelikes into a platformer. With roguelikes I get frustrated just by how esoteric they can be, but also just how many things you need to keep track of and learn about in the game.

There's just so much minutiae. I also really like the randomized aspect of roguelike games. In the post, he described Spelunky as "a fast-paced platform game that had the kind of tension, re-playability, and variety of a roguelike. Just release a basic full version that you can play all the way through, and then get feedback on it and iterate.

Yu got just what he was looking for. At present, his Spelunky forum thread rests at over 4, responses and nearly one million views. By early , Spelunky was a verified freeware hit. But, despite its popularity, Yu says he never intended to turn it into a commercial game. That is, until he was approached by Jon Blow. In , Jonathan Blow became one of the first indie game celebrities with the release of Braid seen above. The quirky, time-centric platformer was a major success on Xbox Live Arcade, selling more than 55, copies in its first week.

Finally there was proof that a tiny indie game could be a huge financial success. I was just going to finish it up as a freeware game and enjoy having people play it. Jon deserves a lot of credit for helping get the Xbox version of the game going because he put me in touch with people at Microsoft and really got my foot in the door.

There was an email introduction that I did and that's all that I knew about it until it got signed. Blow's recommendation was enough to get Derek Yu in the room at Microsoft, at which point he says the pitch for Spelunky was surprisingly easy. I didn't have to do anything else, because I already had a game.

The only request from the publisher: Lose the pixel graphics of the freeware version. For Yu, this wasn't a problem. The way I was thinking was that if I was doing this for Xbox, I [didn't] want to just port the game. But soon it became clear that Yu's one-man operation simply could not sustain the work of bringing a game to XBLA.

In the middle of , he reached out to an old friend, Andy Hull, to take on the major programming duties. The two had known each other for over a decade through various indie development communities, and Hull had just wrapped up work on an interactive storybook, 'What is Bothering Carl.

I was just like, 'Well, you know, that's what I did in college. That was my major, essentially. This mode was originally meant for co-op only, where the creator thought that beating it solo was impossible.

However, a Twitch streamer, Bananasaurus Rex, completed the mode successfully in solo mode. Bad Qualities There's no online multiplayer. The controls are quite difficult to master. Comments Loading comments Cookies help us deliver our services. By using our services, you agree to our use of cookies. More information OK.

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