Hello dear internet viewer,
As many of you already know, I'm not a big fan of platform games. The reason being that the genre is currently overexploited, as if it was the sole representative of the history of the video game industry. Which I consider as an insult for which I take very personally because it causes so many to forget very good elements of the past which could be reused and even perfected in a new project. But nevertheless i can't ignore them completely, because yes, they were indeed part of the past, even tought that they were not that much in majority as some try to people believe. So, yes, I'll talk about it, but only those who have not really had any press in recent years, so those who have been forgotten including among the others, the one that I present to you today; Shanna developed and published by Angelo Felix on October 1st in 1993.
Before talking about the game itself, let's talk a little bit about the background of it! It is a platform game made with the very powerful development software RSD Game-Maker, but one of its earliest versions. So, which was not quite at its best, which was forcing developers to use their creativity to bypass the limitations. So the developers of the time of these early versions were invariably motivated people, so people who can easily be described as elite of the underground, even though that the terms may seem paradoxical, the idea expressed here, it is a generation of developers that their games are always interesting, despite the fact that sometimes, some ideas seem to have been borrowed from a project to another. But it is noneless true that when we talk about the elite, ideas borrowed or not, the product remains unique in its presentation and gameplay. So yes, some sprites and musics will perhaps remind you others projects, but if you're smart enough, you'll understand that we are not dealing with some kind of rebranding to get easy money on your dirty back, far from it! This is an original product for which the author Angelo Felix, to name the game, has even gone that far to use the name of his own daughter to demonstrate the pride he had for his game!
It is to be noted that the version presented in the video below is a shareware version. I have never been able to get the full version, even by going to the web site of Angelo Felix; Nahunta! And even at the time on the BBS, he was impossible to contact, so many sales hadn't happened, because it was impossible to obtain it. So the game was announced at 10$, but the order.txt file, which was supposed to be there, wasn't present in most of the BBS where the game was. It's a shame, because I am quite convinced that Angelo Felix would have made many more projects and would probably be still in the industry ourdays, if he had been aware that there was a demand for this game in the BBSes of Montreal. So, the fact of having poorly packe files or at least not having putting restrictions on people that were repacking it killed its potential to advance. Because I am pretty much sure, that if he had not gone after this project, the RSD Game-Maker reputation would not have suffered so much snobbery on the part of some BBS sysops, because they could see the real potential of the engine.
Despite the fact that this is only a shareware with only one level, the game is still pleasant? Fun and innovative for the engine of the epoch. It sure that seen from ourdays that it is totally outdated, but despite its simplicity, it remains full of intricacies, this isn't just a game where we advance to kill insects. Indeed, in my video, I have not shown all of them in order that you explore them by yourself, including scenes with the thunderman, which make the end of the level understandable. Otherwise level gameplay, the game has a few bugs, but I think those happened due to the fact that it was developed with an early version of RSD Game-Maker, including that some sprites sometimes randomly disappear or the fact that sometimes, the axes that we throw, well, they aren't being throw on an constant distance, i.e. sometimes, it throw at very short distance, sometimes very long distance and other times, well, we may try to throw, but no axe is released, so it is then necessary to move our character in order to being able to throw some again. Despite these bugs, the game is still very playable and is worth to be explored for its subtleties and its references to typical popular culture of the time.
To conclude, it is not here of a forgotten masterpiece that seen from ourdays remains cool. No! But nonetheless it still a masterpiece compared to its community and what it represented on the innovation level for the RSD Game-Maker engine. A game that I recommend especially to people who are looking for a game which has a typical psychologic background of the years 90. Because plateformer fans will find the game slightly too short, well, at less concerning the shareware version, because I never had in my hands the full version.