Is Spelunky perfect? This is the question running through much pro-Spelunky literature. Certainly something so idiosyncratic, so random couldn’t be “perfect.” And yet the game delivers on a core promise so far-reaching in its implication as to tease perfection. That is, to be a perpetual adventure machine. An infinitely playable game. The ur-game, foretold by the prophets, a hero’s journey to be repeated ad infinitum for eternity. Grab your whip and steel your loins and get ready to die.
It’s not much to look at, initially, a sort of throwback (think Super Nintendo) Indiana Jones knock-off, with a little adventurer descending downward, level after level. It is also impossible, pretty much. You get four hearts to traverse poisonous snakes and booby-trapped pits and then a jungle full of one-hit-kill plants and then ice caves full of spacemen (don’t ask) and then a temple full of mummies who vomit flies (seriously, do not ask). Everything kills you, quickly. Sometimes it’s pitch black, and you must get through with a torch. Other times half the level will be a gigantic beehive full of bees that are also pretty much guaranteed death. You will be lucky if you even make it out of the four mine levels in your first, say, 30 tries, and that is only the first of four separate worlds. Death comes swiftly, comically in Spelunky, and with each reset the levels completely shift, with new booby traps and snake pits and spider caves, new items to buy and new homicidal shopkeepers to upset and new wyrms to get sucked inside of (again, don’t ask).
“I was really working from a very intuitive and instinctual standpoint. So I made a lot of decisions based on feel.”
That all this endless, compulsively playable variety was the product of one person flew in the face of the prevailing wisdom about indie games when Spelunky was first released. Many of its most prominent contemporaries had been short, personal journeys, like Jonathan Blow’s Braid or Jason Rohrer’s Passage. These were confrontational works, unabashed art games that gracefully wedded their mechanics and art with some higher meaning. But Spelunky was all fucking game. Hard as hell, full of secrets—the type of thing you need a strategy guide for. You play Spelunky with the clenched-teeth tension of a competitive first-person shooter or a high-speed racing game.
The game’s creator, Derek Yu, wasn’t an unknown quantity when he released it. He had already been serving as editor-in-chief of TIGSource (short for The Indie Game Source), a hub for sharing games and talking about the burgeoning indie scene. Yu’s previous game, 2007’s Aquaria, was a dreamy, lyrical adventure that netted major praise in that community. After its release, he wanted to focus on something smaller, simpler, more attuned to his own tastes. “I was really working from a very intuitive and instinctual standpoint,” he told me recently. “So I made a lot of decisions based on feel.” He started prototyping some simpler games of the sort he’d played growing up, but none felt new, worth sharing. It was by trying to come up with something that he’d personally find entertaining that Yu hit upon Spelunky’s singular innovation: fusing the classic, instantly accessible platformer with the relentlessly difficult, arcane genre known as the roguelike.
We all know the platformer, at least in theory. It’s Mario and Metroid and Castlevania, running and jumping and climbing ladders from a side-on, two-dimensional perspective. It’s the three-chord blues of game design from which so much else springs. The roguelike, on the other hand, is a subgenre of almost unfathomable specificity and complexity, the prog metal of games. Its Wikipedia page, for example, stretches on for some 9,000 words, with a detailed family tree and explanations of each possible variation. At the top sits 1980’s Rogue, a seemingly conventional adventure game that nevertheless contained a combination of flavors so exceptional as to inspire an entire subgenre of games built (and named) in its image. In 2008, a group of developers penned a manifesto called the Berlin Interpretation, which managed to define the genre as having eight “high-value” factors and five “low-value” ones, among them randomized levels, permanent death (i.e., no saving), hack-and-slash-style combat, and so on.
If this seems more like the formation of some apostate cult than, you know, a video game subgenre, that’s part of the point. The Berlin Interpretation was an attempt to figure out what makes roguelikes—which have names like Tales Of Maj’Eyal and Zangband—so compulsively playable. Games have, over time, grown increasingly easy, unwilling to let players die for fear they might quit, and in the process they’ve lost one of the real joys of playing them: understanding and exploiting a set of rules. The classic roguelike is an antidote to this tendency. They kill you constantly, and you don’t pick up where you left off but start again from the very beginning; the term for each new game is a “run,” with all the devil-may-care attitude that implies. The point in something like NetHack isn’t avoiding death but in discovering wild new ways to die, like mistakenly attempting to saddle a petrifying monster or being forced to commit something called “self-genocide.” But many of the most prominent roguelikes also trafficked in a sort of willful obfuscation. (Yu, for example, says he hasn’t beaten any of the classics.) The earliest ones used simple alphanumeric symbols instead of more detailed graphics, such that playing them required being able to tell that an ampersand is your character and that a row of “Z”s is a pack of bloodthirsty zombies. Over time, this became codified; in the Berlin Interpretation, it’s one of the “low-value” factors that defined the medium.
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