Spelunker World is a microtransaction-based game that relies on a concept born from the 1983 Spelunker game found on Atari’s 8-bit computers. While incredibly different in most of its outer layer structure, SW takes the gameplay from the 8-bit title and pushes it into what could be considered at least last generation looks and feel. Does it work well? It does, but only to a certain extent. Let’s get right into this puppy.
Spelunker World gameplay is broken into two pieces — actual gaming/exploring and microtransactions. Starting with the gameplay, it’s mostly simplified and nothing beyond simplified, as gamers must balance taking risks versus playing it safe — nothing more/less. For example, our spelunker hero (?) is sent on a short three-stage quest to find items of value before oxygen runs out or his life is lost. Those items of value could range from money, jewels or weapons (to use against possible baddies in the caves). While searching for these things, and avoiding baddies, the gamer must also avoid the perils of the caves as well, including, but not excluding collapsed walkways, long jumps and getting to oxygen refresh points before oxygen runs out. The gameplay, again, is simplified at best, as it does successfully emulate the 1983 game, keeping things short and sweet, while not over-complicating tasks, but sadly it doesn’t garnish much excitement for gameplay style in 2015. The game does create some brief moments of adrenaline rush, but is mostly created in the most casual gaming sense that a console game could be created on.
On the positive side of the gameplay, it is easy enough for a younger audience to flourish and master. If you wanted something that brought gameplay structure flashbacks from the days of arcade titles, like a Donkey Kong, Jr., then you’re in luck here. If you jump too soon or you jump from a rope too high, your character can hurt themselves and/or lose a life. Such simple tragedies basically bring back the type of gameplay you would have found in an early 80s arcade experience, which is why it’s good for younger gamers. It teaches them the ropes of basic gameplay. An added bonus to all of this is the fact that most of the enemies aren’t too scary or challenging for a younger generation of gamers to go up against. My seven year old son loves this game.
In short, older gamers will appreciate the gameplay, but not get too attached to it. Younger gamers might get slightly addicted to it, as it’s a breeze and less violent than most games these days.
Other elements of gameplay worth mentioning include the ability to play the game with a group of online friends (there is a lobby available) and the need to collect/find things called Litho-stones. The latter hides within the gems you find in the caves. You can garnish equipment from gems (they come in pieces, ex. you collect four pieces of a backpack) and you can also sell the Litho-stones out in the world to gain gold to purchase other things. There is a nice little micro-economy established, kind of like what you would find in Final Fantasy XI or XIV, but not quite to the extent of those — in the same vein, though.
Another element of the game, which is a big part of it, though depends on your amount of patience, is the encouragement to return to caves after completing them. There are some parts of caves that require items, or assistance from pets, to unlock/uncover. The game does a great job in this arena, though it does require your efforts to get to those points. Again, patience is the key to this enjoyment and working through frustrating gameplay can try one’s patience.
On the microtransactions side of things, the currency of choice for this title is something called Moon Gems. Moon Gems can get you more items, more lives and more chances to continue playing the game. Does the game work without Moon Gems? Absolutely, but it’s easy to get around if you have the gems. You can acquire gems from completing stages or you can outright buy more through the PlayStation Store. The gems range from 100 ($.99) to 18000 ($79.99). The game isn’t impossible to play without the Moon Gems, just sorta-kinda slow, if you get into a bind. For example, if you run out of Moon Gems and end up perishing along the way in your adventures, you can’t purchase more continues on the current board. It’s a ruffle, but it’s not unlike what you would find in such titles as Candy Crush or, dare I say it, Farmville.
I’m never a fan of microtransactions, as the concept is far too browser-based gaming and mobile for my tastes (yes, I’m a snob like that), but as long as it doesn’t get in the way of the game, I’m fine with it. Microtransactions for Spelunker World lies somewhere in the middle. I’m not opposed to it, but it could potentially disrupt the simple fun the game has to offer. I know microtransactions can be lucrative to publishers/developers, but sometimes they do get in the way of things. Sometimes.
Having said all of the above, is the game fun? The game is amusing. The game doesn’t do too much to complicate itself, and still wishes to maintain its original core values from the 1983 title, but it doesn’t do itself in favors. What do you mean by favors, you ask? Well, the controls are clunky when things go wrong. There is such a high percentage of failure when you’re just a bit off in jumps or estimates of enemy positioning, which eventually gets you frustration and a one-way ticket to microtransactions. Either way, the game can get a bit frustrating at times, which is never good for anyone, especially if you’re banking on returning customers.
Still, though, the game has its charm. For me, someone who was raised in the arcades of the early 80s, this has a lot of nostalgia and welcomed personality to remind me of how much stupid fun can be had in the simplest gaming forms. I saw quite a bit of Jungle Hunt and Pitfall in the brief adventures with Spelunker World. There was little room for failure in those games, so it was nice to get back on that road of old time arcade gameplay fun and figure out what was familiar and what made gaming fun back in the day. With that said, it still didn’t make the experience completely a blast.
Anyway, let’s get to that summary.