Genre: Platform Developer: Badcomputer Publisher: Badcomputer Players: 1 Released: 2025
I must admit, Badcomputer has a knack for tapping into the vein of nostalgia that makes me remember why I love the Master System so much. His previous effort, Frontier Force, was a great twitch shooter that checked all the right boxes on how to do the genre right when confined to a single screen, and his next game takes his style of squeezing fun out of simplicity to a whole new level.
Astro Climber reminds of me the Sega Cards, games that were simple, perhaps even a bit repetitive, but that could keep you playing for hours. This game could very well have been released on that format back in 1986, and I could see it hanging on the rack alongside Ghost House and Transbot at Toys ‘R Us or Service Merchandise. It’s basically a platformer that scrolls vertically, confining the action to one screen at a time. The premise is simple: reach the top before the timer (your oxygen level) reaches zero and avoid all obstacles along the way.
The game takes place on a failing space station called Frontier Prime. A massive solar flare has damaged the station’s systems. This has released rogue drones and environmental hazards, while oxygen is running low. You control Gary, the sole survivor, who must climb through 32 levels using a grapple hook to escape before running out of air. Your scoring and progress depend on both efficient play and Gary’s endurance. Each stage starts you with only 45 seconds of oxygen, but you can score higher by collecting canisters and finishing quickly. You begin with three lives and only few continues, earning bonuses for reaching point milestones and progressing deeper into the game. When the game is completed, any remaining lives and continues turn into substantial point rewards.
The controls are straightforward, even for a controller with just two buttons. Players move using the D-Pad, one button is for jumping, and the other is for shooting the grapple hook either upward or sideways, depending on the direction. Precision and timing matter, as you can briefly neutralize the different enemies like drones, copters and cannons, as well as traps with the hook or avoid them completely. You’ll also need to manage movement on unstable or moving platforms while collecting oxygen canisters to extend the short timer that keeps Gary alive. Ever play Bionic Commando on the NES? If so, then you’ll have a good idea of how the grappling hook is used here.
The gameplay is the core element in Astro Climber, and Badcomputer has honed it down to perfection. I know that might sound like hyperbole, but it’s so intuitive that you can really get into a groove in the first couple of stages. In my first playthrough, I was able to move Gary like I’d been playing for months. Sure, you only use two buttons, but the stage layouts and flow of the gameplay are so smooth that you’ll quickly be grappling platforms in mid-jump like an old pro.
All this goodness comes wrapped in some excellent presentation. Astro Climber both looks and sounds like a professional title, a testament to just how well Badcomputer knows the Master System hardware. All sprites are colorful and detailed, and they animate well. The music is by LOVEPENGUIN, who specializes in chiptunes, and the game’s single theme is lively and really catchy.
As much as I like Astro Climber, I do have a few quibbles… observations, really. First, The layouts of each stage do tend to repeat, and you’ll finding yourself thinking, “I’ve done this jump/dodge before.” It’s not a major issue, but at only 32 stages, there isn’t all that much variety to the way each one is designed. The repeating layouts can make it easier to pass stages. Additionally, the music, while great, consists of only a single theme. The backgrounds change every five levels or so, and it would have been neat to have a different theme play when they do. That way, you’d get a stronger sense of advancement. Since Astro Climber focuses on a singular type of gameplay that spans all 32 stages, it’s vital to have something to signal real progression beyond just a level counter in the corner.
Badcomputer still has time to tweak things before a final cartridge release is finalized in 2026, but I would gladly take the game as it is. Like I said, my observations aren’t really complaints, and Badcomputer has stated that he could possibly revisit Astro Climber later for a sequel as a full platformer. The foundation is already there with this release, and it is rock solid. I would love to see it expanded further.
Astro Climber is meant to be played on actual hardware, but it will work on most modern emulators and FPGA devices. I had no issue on my Analogue Mega SG using the Terraonion Mega SD flash cartridge, no did I have problems on the Analogue Pocket. On both, the game looked and sounded great with no stuttering or crashing. As I do with most of these releases, I will happily double dip to get the physical version when it comes out. It’s unknown who would publish it at this time since 2Minds is no longer doing so, but the quality of their Frontier Force was excellent. Hopefully, we’ll get something of similar quality with Astro Climber.
As of this writing, you can get Astro Climber now for whatever price you want, and I recommend giving Badcomputer a fair amount for it. The game is great, and while it is a bit short, it’s not really something worth complaining about. 32 levels are enough to keep you entertained for a good while, and the gameplay makes you want to come back for a quick session to beat your score or to see how far you can get. Like several of the Sega Card games of the 1980s, Astro Climber is simple fun for a good price.
SCORE: 8 out of 10










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