Denne anmeldelse er endnu ikke oversat — vi viser originalen (English).
Year 1992, lunch break, the monitor swimming in the glow of twenty-four VGA colors, and I'm controlling a blue droplet with sparse hair. It really happened. Demon Blue by MicroValue was exactly the kind of game nobody bought on purpose — it just ended up on a floppy disk alongside five other titles, and one day you fired it up out of boredom.

It's a platformer for MS-DOS where you play as a blue demon — really more of a droplet with a face — and trudge through level after level, with a straightforward goal: get from one end of the screen to the other, preferably alive. Nothing world-changing, just genre standard from the turn of the eighties and nineties. What's interesting is the iconography: the enemies don't look hellish at all. Quite the opposite. You encounter angelic-looking creatures, which gives the whole thing a mildly ironic edge, whether intentional or not.
Playability hinges on jumping and dodging. You move, jump, collect power-ups, and try not to drain your energy, because contact with enemies chips away at it. Controls are straightforward, keyboard response acceptable by the standards of the time. Difficulty ramps up gradually, but the game creates no real tension — it's more mechanical trudging than genuine challenge. Power-ups liven things up, but they don't rewrite the basic formula.

Demon Blue isn't remembered because it was exceptional. We remember it — those of us who ever came across it — because it was accessible, ran on anything, and needed no half-day setup. MicroValue operated in the budget software space, and Demon Blue proves it: no ambitions to rewrite history, just functional fun for an afternoon. Today it gets surprisingly gentle treatment. The game didn't age poorly because of what it broke — it simply never overstretched itself beyond what colors it had to work with.

Today you can play it in a browser via DOSBox emulators, no installation, in five minutes. It'll suit anyone who likes simple platformers from an era when games didn't hold your hand explaining every mechanic. Don't look for retro nostalgia here in the story or graphics, but in that straightforward feeling: jump, dodge, survive. This blue droplet never played for anything more.