Mo­hawk Games It’s hard to imag­ine a videogame that em­braces its medium more en­thu­si­as­ti­cally than Spelunky. Games with au­thored, static con­tent have long dom­i­nated the in­dus­try; how­ever, they are still – at best – a short­cut, a tem­po­rary il­lu­sion that blinds us to the true po­ten­tial of videogames, which can and should be much more than frozen ob­sta­cle cour­ses. The au­da­cious

Spelunky de­stroyed this il­lu­sion by show­ing that one of the most tra­di­tional au­thored gen­res, the 2D plat­former, could be just as fun – and in­fin­itely more re­playable – if the lev­els were cre­ated by the com­puter in­stead of by the de­signer. Still, what makes Spelunky the best game is that Derek Yu and Andy Hull took the time to ex­e­cute and pol­ish the game so that it was much more than just a con­cep­tual achieve­ment – it’s fun whether or not the player ap­pre­ci­ates what’s go­ing on un­der the hood.

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