June 25, 2022

4. Dottie dreads nought

SNES

In this episode we rave about new controllers for old platforms, we have some Marble Madness insights and dwell on chines carts and then talk about a little SNES witch that REALLY loves her flowers, to a point where she's willing to die over and over and over again to decorate her house!

0:00:00 1:13:57
  • Dottie Dreads Nought
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    A 2D platformer for the Super Nintendo Entertainment System that was created under tight time constraints by Ephraim Goldlocke, it features a young witch seeking a flower to decorate her home. This classic run-and-jump setup, presented in a SNES-authentic style, includes a simple storyline, vibrant pixel art, and enemies reminiscent of Mega Man Legends’ mechanical designs. Combat involves slashing with a broom and charging a drill attack triggered by landing hits, allowing swift aerial movement across platforms and gaps. A “perspective” mechanic lets players switch to an owl companion, controlling it in a style somewhat similar to Flappy Bird. Certain areas require precise timing, repeated drilling through enemy chains, and fast traversal as exploding platforms vanish. Difficulty ramps up significantly, with later segments demanding fast reflexes and experimentation. Although some elements feel underutilized and no checkpoints appear mid-level, the entire experience emerged from a mere three-month development period. The designer’s background includes unique SNES projects like N-Warp Taizakusen and Super Boss Gaiden, reflecting a penchant for overcoming platform limitations.