When I was 10 years old, a friend and I went into the forest and started digging.
Now, the exact reason why we were digging escapes me. But we often did a lot of digging. Kidsâparticularly boysâlike to dig. Itâs just fun. Started with sandboxes. But we decided to move further afield. And there we were with our big shovels, just digging a hole.
Four feet in, we found something.
A shoe.
One with a bright red high heel, to be exact. A pointy heel.
And when we saw it, both my friend and I looked each other in the eye, dropped our shovels, and ran home in a panic. We had a distinct fearâthat if we kept on digging, weâd find something grisly. Something macabre.
Now that Iâm older, I laugh. Because the reality is: if weâd kept digging, maybe we wouldâve found nothing. Or maybe we wouldâve found another shoe. Perhaps the pair. Perhaps a different shoe entirely. Beats me.
But there was just something about that shoeâcartoonishly redâthat created in us a sense of panic. We never went back to that spot in the forest.
My parents got really angry at me. Because I lost a shovel.
When I first played Oozi: Earth Adventure on PC, it was like uncovering something buried. And bright.
To give you context, I gotta tell you a little bit about what Oozi is.
So, Oozi is a 2D platformer about a fun little alien guy who crash-lands on Earth. He has to recover his space suit, spaceship, and dignity. Along the way, he encounters numerous creaturesâall of which want to kill him. You hop through each level from A to B, gradually progressing. There are four worlds, each with a distinct theme, a variety of enemies, and boss fights.
Okayâso far, this seems par for the course.
But once you dig further into what Oozi is, it uncovers something bright and distinct. Something Iâve known about for decades but couldnât exactly put into words. Something familiar. But I havenât been able to articulate itâuntil now.
Iâm talking about the Euro platformer.
Now, what is a Euro platformer? Well, obviouslyâitâs a platformer game. But itâs distinct. For cultural reasons, platformers developed in Europe diverged from the ones made in Japan and North America.
Euro platformers tend to be extremely colourfulâalmost surreal. Punishing in their difficulty. And if youâve seen a Euro platformer, you know exactly what Iâm talking about.
I mean games like Rayman, James Pond, Zool, Rick Dangerous, Dizzy, and Mayhem in Monsterland.
Actually, before I go furtherâlet me talk about the mechanics that make Euro platformers different.
They often have floaty jumping physics. Specific tropesâlike dripping water from ceilings that can kill you. Europeans, for whatever reason, really loved that trope. And they often pushed the puzzle aspect of platforming into the foreground.
I first encountered Euro platformers on my Commodore 64âwhich makes sense, because the C64 was huge in Europe. Probably bigger than in North America. Which is impressive, because here in Canada, the C64 was pretty popular too. That was my main gaming platform instead of an NES. And because it was so popular in Europe, Iâd often find Euro platformersâsometimes pirated on floppy disks if they werenât available in stores.
The first Euro platformer to really make an impression on me was the Dizzy games. Funny enough, you play an egg. Not an animalâan egg. Like I said, those Europeans loved their surrealism.
Later, I moved onto something more fantasy-themed: Stormlord. To this day, I think that game is a hidden gem. People donât talk about it enough.
Then, when I got myself a 16-bit console, I got exposure to even more Euro platformers. Againâwe didnât call them that back then. They were just platformers. But I distinctly remember going to Blockbuster and renting Euro platformers like James Pond, Chuck Rock, and Zool.
Risky Woods is kind of a deep cutâprobably because it was made in Spainâbut that oneâs definitely worth playing.
By the mid-90s, you could argue that Euro platformers were the best platformers.
Donkey Kong Country, made by Rare in the UK, might be the best Euro platformer of all time. Others might argue for Rayman, made by Ubisoft in France. Both those games have the hallmarks of the Euro platformer: overwhelmingly cheerful and bright, a touch of surrealism, and a real degree of difficulty. Their shiny, colourful exteriors masked real trial and tribulation.
As the '90s went on, the Euro platformerâlike all platformersâwent 3D. Rayman 2, Kao the Kangaroo⊠and most notably, Croc.
Croc is notable because it was supposed to be a second-party Nintendo game starring Yoshi. Itâs highly probable that Croc inspired Mario 64, because Argonaut Softwareâbased in the UKâshowed a demo of Croc to Nintendo before they started work on Mario 64.
Nintendo passed on it. So Croc became a crocodile instead of a Yoshiâand launched on the rival PlayStation. One of the first 3D platformers ever made.
Because of the rush to 3D, 2D Euro platformers fell by the wayside. Which shouldnât surprise anyoneâmost 2D platformers did. And the few that stuck around were often callbacks to Japanese or American styles, with pixel art aping the NES.
But in 2011, a small independent game studio in Poland picked up a shovelâand dug up the Euro platformer.
And just like that bright red shoe, Oozi was bright. And it hinted at something else that couldâve been discovered, if weâd only kept digging.
I still feel that Oozi is way more significant than people give it credit.
This game came out at a time when indie games were just becoming a thing. Most of it started with Flash games, then shifted to XNA development and Xbox Live Indie Games (XBLIG)ânow defunct, but important. It gave bedroom coders a way to publish on consoles without a middleman.
Now, by 2011, XBLIG was already waning. A lot of it was low-budget throwaway garbage. But Oozi stood out. It proved that the tools still workedâfor someone with ambition. Indie could mean quality.
And what Oozi offered was one of the first revivals of the 2D platformer weâve all come to loveâgames like Shovel Knight or Owlboy. But Oozi didnât just revive any 2D platformer.
It revived the Euro platformer.
Everything in Ooziâwhat made it specialâwas a callback to C64, Amiga, Genesis, and SNES platformers that defined the Euro platformer. Oozi was bright. Surreal. Unapologetically 2D. And insanely, but rewardingly, difficult.
This wasnât a roguelike. There was no procedural generation. No gimmicks. No meta-narrative.
It was purely a Euro platformer.
It didnât try to innovate. It tried to unbury something.
You could see it in the big, expressive sprites. Another hallmark of the genre.
You gotta understandâback in 2011, a lot of indie platformers followed the same script. Ironic. Artsy. Self-aware.
Oozi rejected all that. It was unapologetically light. Nice.
And while it was hardâit wasnât NES-hard. It was C64-hard. Euro-hard.
Unfortunately, the Euro platformer revival didnât quite take. But Iâll note this:
The same year Oozi was released, Ubisoft dropped Rayman Originsâthe first 2D Rayman game in decades. And a year later, we got Giana Sisters: Twisted Dreams, a sequel to the classic Giana Sisters for the C64.
For a brief momentâtoo briefâwe had a real Euro platformer revival.
And Oozi mightâve been the most original of them all because it wasnât based on an older franchise. It was made by a small indie team in Poland.
Oozi later got ported to Steam in 2012ânot 2013, as some sayâand thatâs where I mainly play it now. Two years ago, it got ported to the Nintendo Switch, rebranded as Super Cute Alienâs Adventure.
Not a fan of that name. Kind of generic. But I respect that the dev has stuck with Ooziâand that a new generation can now appreciate it.
Iâll say this much: The devs behind Oozi had a good idea.
The Euro platformer deserves to be unburied. We should experience this style of game again.
Because it was special.
As I was reading this the title music from Jazz Jackrabbit 2 started playing in my head, and I completely understood what you mean. I then looked up if Jazz was actually an anomaly since Epic are from the US, but no, the main programmer was Dutch, so it fits your description.