Publisher: Raptus Games
Developer: Raptus Games
Medium: Digital
Players: 1
Online: No
ESRB: E
The core idea behind Super Blast Deluxe seems to be “Donkey Kong barrels, but for an entire game.” I don’t think that’s a reductive way of looking at it, either: one of its levels is called “If DK could see me now”, which basically captures almost everything you need to know about the game in just a few short words.
Not everything about it, obviously. For example, it doesn’t tell you that this game highlights why so few indie developers make 3D games. Obviously, the specific reasons vary, but in Super Blast Deluxe?s case, Raptus Games seem to have had trouble figuring out the whole depth perception thing. In early levels this isn’t an issue, but as you get further into the game and you start bouncing from the foreground to the background, it quickly becomes a bit of a (literal) headache.
At the other end of the spectrum, describing Super Blast Deluxe as a Donkey Kong clone makes it easy to overlook that it’s got a pretty fun score. I knew I enjoyed the music as I was playing, but I only understood the depth of my enjoyment when I woke up one morning and found myself humming it as I made breakfast. If that’s not catchy, I don’t know what is.
Both the graphics and the music are just aesthetic asides, however, to the gameplay…and on that front, yeah, Super Blast Deluxe is basically just Donkey Kong Country?s barrel levels stretched out to a full-length game. Your mileage on that will be directly correlated with how much you like those levels. If you loved them, you’ll have no trouble overlooking some iffy graphics. Hate them, and it’s inconceivable that you’ll enjoy this, no matter how good the music may be.
Personally, I was always mildly fond of the barrel levels, which means I’m mildly fond of Super Blast Deluxe. I don’t think it’ll be top of mind when I’m thinking about GOTY lists in nine months, but for now, as a fun time-waster, it more than does the job.