It's been a rough day for CP6, the pixelly titular star of Gametron Studios' new platform game. For a long time, he had a nice steady job as Dot #428 in a Pac-Man rom hack, but when the user sent his game to the recycling bin, he had barely enough time to transfer his data to a forbidden sector of the system's RAM. And so begins his journey to the safe-haven of Back-Up, travelling through code from a vast array of programs, trying to stay one step ahead of the Garbage Collector, and hoping against hope that the user won't decide to randomly shut down. CP6 is a knee-less sprite, though, so he'll have to rely on the functions of the platforms around him to make up for his lack of jump-age. It won't be easy, but if he can collect enough access tokens, he'll be in safe mode in no time.
Use the [arrow] keys to move CP6 back and forth. He cannot jump, so you will have to plan your moves with that in mind. However, coming into contact with different colors of blocks will affect CP6 in various ways. He'll start to shrink while resting on Red platforms (which will allow him to duck under low over-hangs, but too much and he'll shrink to death), Orange platforms will bounce him up like a trampoline, Dark Blue platforms are instant death and so forth. In addition to the usual goal of finding the exit, there are three I/O access chips to collect in each level. Grabbing them will require some skillful platforming, but the more chips you collect, the more sectors will be unlocked. If you get stuck, each level can be restarted with a hit of the [R] key.
Note: Currently only the first three sectors of CP6 can be unlocked, for 27 levels in all. The developers have said that remaining three will be made available as the number of people who've played the game and give useful feedback increases. It's a bold idea that will either grant much-needed publicity to a little-known Colombian game developer, or else backfire spectacularly. Or even a little of both.
CP6's has a sneaky level of difficulty to it, so it's a good thing that it's so engaging. The developers use the best of their self-imposed limited color pallet to create some really evocative 4-bit art, making levels that play like Picross solutions come to life. The addition of new colors of platforms in each sector allows level complexity to build right alongside the expansion of the visuals, building to a nice crescendo as the game progresses. Throw in a score of retro gaming references both classic and modern, and a lovable little blip of a protagonist, and you've got a sweet little debut release. Later levels could be a little less stingy with the checkpoints, but CP6 has addictiveness to balance out its frustrations, and the result is retroriffic.