Crash TV


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Crash TV

Starchild Crash TV is a lot like The Brave Little Toaster. Except that our brave little TV set is all alone. And roaming around some sort of grim warehouse. And there are lasers and spikes. All right, maybe it's not like The Brave Little Toaster after all. But it's certainly a high difficulty platformer about a small household appliance in search of something great. Use the [arrow] or [WASD] keys to move, jump and upgrade/exit levels, and the mouse to release a grappling hook.

For a relatively difficult game, Crash TV isn't all that frustrating. The most swearworthy, rage-inducing feature must be the grappling hook, which gives it a more Give Up, Robot vibe. It's a tad difficult to coordinate a mouse-based element with the rest of the keyboard-driven game, and some practice is required before you can hang between two sets of wonderfully sharp spikes without being ripped to shreds. Once you master this, everything else becomes much easier. This is not to say that the difficulty drops, but rather that Crash TV, with its uncomplicated design and one-screen-per-level policy lets you enjoy the experience instead of deliberately making it nearly impossible. Sure, it will probably still make you groan in despair once or twice, but the effort-reward ratio is just satisfying enough to keep you going. Plus, you can't let down the poor little TV set.

Play Crash TV

2 Comments

WARNING: High chance of early rage quit!

This is one of the hardest platformers I've played in a while simply because the difficulty is pretty high within the first 3 levels.
And it only gets worse from there on in. If you have lag....you WILL end up throwing your computer at a wall. Or that might happen if you don't have lag.

A nice little time-waster, but it seemed a bit unfocused. Given that most of the levels focused on the grappling ability, was there any need for jumping controls? Also, levels were basically either laser-based or spike-based; the two elements weren't really combined in interesting ways. And why make players wait to "upgrade", why not just give players new abilities at the start of the appropriate level? These issues made the game design seem a little hasty.

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