Ta recenzja nie została jeszcze przetłumaczona — pokazujemy oryginał (English).
A castle you don't know — and probably never will. Castle is a logic platformer from 1985, produced by someone who didn't want to do the work themselves and kept the credit for it. It came out in an era when the average player was satisfied if their character jumped when they pressed a button.

You walk through corridors, collect items, and solve spatial puzzles. It's not action-packed at all — it's more of a puzzle game with a platformer wrapper. You push crates around, commit to jumps over chasms, and hunt for keys that unlock new rooms. To progress, you have to think, not just mash buttons. Some levels will stop you cold and force you to look around carefully. The rest pass without drama.
The controls are straightforward — arrows to move, spacebar to act. The character moves like a robot with a cold, but that's just how things were at the end of the eighties. The graphics are monochrome, blocky, color-starved — a black castle on a blue background, white objects on a black floor. Sound is basically nonexistent. Everything serves one purpose: you can see what's where, and you solve it.
Castle is one of those games that never got a chance. It wasn't sexy, nobody knew about it, even though the idea wasn't bad. The combination of logic and platforming worked later on — they just did it with colors and sound. Here you've got just the skeleton, bare and black-and-white.

Today you play it to understand how people thought in a fifty-square-meter apartment staring at a screen connected at 300 baud. It's not nostalgia, it's testosterone about sheer weight. Nobody has to explain why you looked — you saw that it existed.