The words ‘8-bit’ get bandied around somewhat, often for
games that require processing way beyond the capabilities of your ZX Spectrums,
Amstrads et al. However SCB is so basic it really could have been from the 48/64k
era. It’s impressive to have a simple, novel idea on what is effectively a 25 year
old platform.
That idea is to blur the lines between two of the
fundamental and hereto separate instincts of playing a game. 1 score points and
2 get new weapons. In this one screen 2D platformer these are one and the same
thing. Bounce your little dude into a Crate and get that oh so needed next point
but also equip a new, and entirely random, weapon with a completely different
playstyle.
The insanity of the game is in how programed we are to think
of these things separately, especially at the breakneck speeds SCB needs us to
function at. The amount of times, even after playing for hours, that I’m
genuinely surprised the thing I’ve used to get my box has suddenly turned into
a totally different thing that is no longer doing what it was just doing a
millisecond ago.
It’s free, it’s ridiculously fun. What’s not to like?