By the end of my fifty-second round of Super Avalanche, my wrist is cramping up, I’m visibly shaking and I’ve got a big, stupid grin on my face. I’m ready to go again.
Endless runners and endless climbers always create a peak of rectum-clenching tension when you’re on your streak of seemingly impossible near-escapes. Yet, most will lose their grip after logging an hour or two of play time. Super Avalanche is different, it’s in for the long haul. With RPG-style upgrades and inventory management, calling this bouncy package of fun an ‘endless runner’ might be underselling it.
Originally written for The Elektrospank
Rich Edwards is no stranger to fast, over-the-top shooters with a penchant for explosions. 2012’s Pineapple Smash Crew threw a handful of highly volatile munitions into a pot, mixed it in with some squad-based assaults, poured it out into a series of retro-styled intergalactic arenas before garnishing with a soundtrack full of the kind of thick, multi-layer chiptunes to drive marathon murderin’ sessions.
Straying away from the precise, calculated gameplay which usually makes a top-down arena shooters thrive, Smash Crew replaced it with looser physics, an explosive arsenal, and more general bombast. Rich’s latest game Car Tank introduces yet more unpredictability and roaring, high-speed explosions.