I wanna stop the Simulation

Creators: pieceofcheese87, Tralexium, RandomErik, Smartkin, WetWookie, GayWizard609

Average Rating
9.1 / 10
Average Difficulty
53.5 / 100
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Tags:

Adventure (10) Avoidance (1) Trap (4) Gimmick (5) Boss (5) Puzzle (1) Galaxy_Brain (2) FM_2019 (6)

Screenshots

  • by Wolsk
  • by ElCochran90
  • by Wolsk
  • by RandomErik
  • by The_Smiling_Madness
  • by ElCochran90

Creator's Comments:

Bob [Creator]
This is the Blind Race game for FM2019. We put a lot of work into it and hope people will enjoy it!
Patches will be made as bugs are found.

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Tagged as: FM_2019
[10] Likes
Rating: N/A       Difficulty: N/A
Oct 5, 2019

33 Reviews:

FkucTheCoda
Epic

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Tagged as: Galaxy_Brain
[11] Likes
Rating: 10.0 100       Difficulty: 55 55
Oct 5, 2019
xXBeachBallsXx
Expected nothing less from such a talented team of makers. Every marathon most people look forward mostly to the blind adventure race game and this was definetly the best of them all. All the stages and bosses flow so naturally, the visuals and audio design are pieced together masterfully to create such great atmosphere for each theme, there's nothing more I could've personally asked from this, the amount of effort in even the smallest details was very worth it. A lot was also changed from the version seen in Fangame Marathon 2019, and it's for the best. The makers have improved the game so much, and it shows how it affected the entire game's quality, as well as the content overall.
It's really sad to hear that this is potentially the last one of this series, but if so it ended on a better note than I could ever imagine. Thank you to everyone involved in the making of one of the best adventure games out there.

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[6] Likes
Rating: 9.8 98       Difficulty: 60 60
Oct 6, 2019
shign
An amazing new entry in the blind game marathon series. Those games become more and more polished and original, searching for less mainstream games and it's nice to see. What follow is my opinion of each area so it will be full of spoilers:

-Runner: very funny, I expected a mario stage for the beginning but this is a good intro to the game. The dash and bounce gimmick is neat, I really laugh a lot.

-Mario: after mario bros, mario world and mario bros 3, here mario bros 2. This area is quite long, with some funny traps and a dig gimmick. I really liked it because it has some variety thanks to a nice use of the dig gimmick. The boss is also excellent, it's a buffed and visualy polished mecha birdo from IWBTG. A great and sweet tribute.

-Baba is you: the best area imo, the puzzles are amazing while being not that hard and it's visually neat (same for your character sprite). The boss is also amazing, with nice animated attacks. I just think there could be an indication for the hand at the end because I was avoiding it for dozen of seconds before realising that I have to let it catch me.

-Isaac: The binding of isaac rebirth is one of my favorite games so I was really hyped for this area. Orignal game physics and fangame humor and references for an amazing area, my favorite ref being the apples with legs for the spiders and the trees for the spawners. I just would have liked to see more original attacks for biff because it's basically a reskined monstro. (I also don't know who is the elephant crew, I guess the toast is Patrick but for the others, I have no idea)

-Spelunky: I'm not a fan of the original game so there's no suprise if I say I'm not a fan of this area. I think if you like the original game, you will like it a lot because the visuals are neat and there is everything you could expect from a spelunky area. I just found the riffle jump gimmick a bit hard to understand and use. The boss is nice but it was a bit hard for me because I wasn't consistent at riffle jumping.

-Contra: I don't really know what to say about it so I'm gonna talk about something that bothered me a bit here because it's related to this area. I feel that marathon games, by trying to be more and more original, are becoming less and less fangames. I mean, Contra and Isaac areas aren't fangames of IWBTG but fangames of there respecive original games. It's not necesseraly a bad thing but I think it break the pace of the game, and while Isaac areas has a lot of fangames refenrences, Contra area is just Contra with maybe a few spike here and one trap there. It's not bad, it just feels a bit out of place.

-Castlevania: Great area with a neat whip and grab ball gimmicks. I just had one problem with it: I jump with the up arrow and put the up button on shift so my brain had an hard time for using the whip verticaly. Otherwise, the area is really pleasant to play. The boss is also nice, maybe a bit too RNG when he moves.

-Simulation: A nice retrospective area where it uses worlds of previous marathon games to make new screens. The glitch effects were nice, same for the visuals. The final boss is a but hard but god, it was insanly good. A lot of attacks, a retrospective of the previous final boss of marathon games, a windows interface for an amazing boss. I don't understand why it's a purple glitchy meme monkey but the gameplay easily overcome that tiny problem. I don't know what to say except good job.

Overall, marathon blind race games are amazing and if it has to be the last, this is a good final.

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[5] Likes
Rating: 9.3 93       Difficulty: 55 55
Oct 6, 2019
BreedPineapple
My favorite of the marathon games.

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[4] Likes
Rating: 9.7 97       Difficulty: 50 50
Oct 6, 2019
ElCochran90
WARNING: As this is the end of the journey, this review will contain unmarked spoilers regarding all FM Blind Races: Run The Marathon, Warp The Worlds and Find A Cure, including Stop The Simulation.

The journey has come to an end. The blind races are over(?) and the story comes full circle, as it all turned out to be a computer simulation, duh. That's the concept from which the final boss derives, but so does the whole adventure.

There is an interesting debate here and it is that, with every new FM Blind Race entry, the game "stops being less of a fangame and more a copy-paste of original games". I find this of relevance because it would seem that our preconception of a fangame is unconsciously attached to the usual The Kid stuck in his engine and a 21 X 11 pixels hitbox. Not only with each entry, but also with every new event, the Fangame Marathon has welcomed even other roms and hacks, such as Hyper Metroid. It also started to give publicity to new indie games, such as Binding of Isaac: Rebirth, Bit.Trip Runner, The End Is Nigh, Baba Is You, Celeste, Cuphead, Spelunky, among others, all of them with varying popularity. The immortal trilogy that became tradition in the fangame community is VVVVVV, Undertale and Super Meat Boy. However, there is not necessarily a positive correlation between a new indie game being represented in every FM Blind Race and a copy-paste engine. Isaac does copy-paste, but Celeste doesn't. Neither does Baba Is You. However, Contra does, whereas Super Castlevania II doesn't. There is no rule. The Doom segment of Warp The Worlds revolutionized the capabilities of a 3D quality fangame and blew everyone's minds. It is one of the best moments in fangaming history.

To what extent is the essence of fangames being lost? I say it isn't. That would be an exaggeration, and you see it with the stages that retain the original engine, such The End Is Nigh, Super Mario Bros., etc., and even with the nods, such as Guy Rock (er, Guilty Gear Isuka's Home Sweet Grave for the 9000th time) or a Miku cameo during the final boss of Warp The Worlds. It's been a long time since over 9000 (heh) variations of an original game became a universe of their own, featuring all types of genres, and I think new ones are being born. That's called evolution. I welcome it. Experimentation is for the bold ones.

So, is a fangame good because it retains the original engine and mechanics, or because it experiments? In my humble opinion, I say both as long as they are done well, but the latter is necessary for exploring possibilities and expanding horizons. I encourage makers to keep doing it despite the negative opinions.

What is holding this back as a personal favorite from my super-elitist and demanding list in my exaggerated rating system mocked even by The Wannabes during their streams, then? The little wrong decisions. Those that harm gameplay. Decisions such as not having a save before each boss in Isaac, having the freaking Up key as a jump key besides Shift in Super Castlevania IV (which wouldn't matter if you didn't use the Up key for aiming your damn whip!), making all of the first Runner2 screens trivial as you cannot die, and having a very disappointing and ugly final boss (even if the idea is cool and retro). The ones that hurt Find A Cure, such as the first phase of the final boss being harder than the second one, having Super Metroid too long and cryptic to decipher at points (still my favorite stage of Find A Cure though, because wow), and having repetitive and frustrating level design in Celeste and The End Is Nigh. Well, what can you expect from experimentation? Trial and error.

I repeat: I ENCOURAGE IT.

The whole Konami section was miraculous and it was awesome to see the concept of The Kid being reinvented at every section while reminiscing of our childhoods. Contra contains one of the best traps seen in fangame history if you use the Konami code, obviously replacing B and A with their respective input equivalents, and the final boss is long and fun, which is something rare to accomplish, since it contains react-able action and a fair challenge. It also had me laughing with its traps. Were there traps in Contra?? Well, maybe it had soldiers hiding in bushes, but not a P switch lol! Super Castlevania IV is something I particularly thank, because it was the dream of many finally come true. It does make some mistakes (Up key damn it!), but graphics and level design is great. The boss of the area is nothing amazing but, again, there is a nod to the original I Wanna Be The Guy.

Production design leaves nothing else to be desired, so expect the highest quality everywhere. Baba Is You was particularly well implemented to the engine we know, with smart puzzles and a chill atmosphere. Isaac replicates the game to astonishing levels thanks to Erik's usual commitment, and the secret orange boss was a brilliant troll (which also scared the Bejesus out of me); the nightmare for ending Stage 1 was hilarious). It shines at many instances.

What does 2020 store for us? I wish I knew, but if blind races are over, please just say to me that a new game will be released to commemorate the new decade.

This whole odyssey gave me two good games and two new favorites to my clear list. The final boss, when read between the lines (er, the names of the folders), has jokes commemorating what characterize us: MIKU, private fangames, roms, hacks, clear lists, bookmarks... Good stuff. I like the makers reminding us we belong to something worth being noted.

I do believe that fangames are art as well; that is why I rate them as normal games. I make no distinction. Otherwise, I would have rated I Wanna Be The Overlord with 12.4/10 I guess.

Thanks for listening.

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Tagged as: Adventure Trap Gimmick Boss FM_2019
[3] Likes
Rating: 6.6 66       Difficulty: 50 50
May 31, 2020