Mercury Meltdown Remix

Mercury Meltdown Remix

released on Nov 24, 2006

Mercury Meltdown Remix

released on Nov 24, 2006

A port of Mercury Meltdown

The goo has gotten onto your big-screen TV with this remixed version of the popular PSP puzzler now on PS2. Mercury Meltdown is a brain-teasing puzzle game that challenges players to immerse themselves in a colorful world of sci-fi machines, crazy characters and bubbling test tubes. Players take control of a liquid mercury 'blob', guiding it around traps, door switches, spikes, moving floors and other hazardous elements in order to complete the level. This remix features over 200 thought provoking levels, including two never-before seen Labs.


Also in series

Mercury Hg
Mercury Hg
Mercury Meltdown
Mercury Meltdown
Archer Maclean's Mercury
Archer Maclean's Mercury

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Damn fine game that checks off nearly every qualification a great PS1/PS2 era puzzleball outing should have: funky music, colorful splashpad visuals, eclectic laundry list of tactical hazards, fun unlockable minigames, brain-melting puzzles, vast variety of clever levels, good graphics, control that is neither too tight nor too loose, and an interesting set of gimmicks with the main ball(s) that sets it apart from the others. Vastly superior to the PSP original, wish there was a permanent loop of the ball dancing when you get a good score running somewhere so I could go there if I'm ever feeling down.

Like Mercury on the PSP but somehow worse

Some games feel like they were made by an artist, some games feel like they were made by a storyteller, some games feel like they were made a game designer, some games feel like they were made by a corporation, some games feel like they were made a programmer.

Mercury Meltdown is the kind of game that I feel like even an indie dev might not make today, certainly not with any expectation of commercial viability. Maybe something like this might be made in the smallest scale possible for a game jam or something. Its relatively narrow focus on soft-body physics and color theory combined with its unabashed use of what feels like surely must be "programmer art" makes it feel completely alien to today's video game industry paradigm. It opens with a reference to a C64 loading screen, it has autosave but it's quite slow; you might spend as much time in the menus between levels as you do in gameplay, even if you always select the "go to next level" option after finishing each stage. The ability to save ghost players and replays, it's a feature set we might consider rather unusual for a console game, especially for the time.

This is the version of the game that I played when it was new, so this is the version that I sought out. It is somewhat surprising to me that this is a port of a PSP game given that its liquid physics seemed kind of crazy at the time, but today it is not surprising at all that the original version of the game was the kind of game that had a person's full name in the title. It's just that sort of old fashioned piece of software, like an Atari 2600 game just showed up more than 20 years later.

It's like Monkey Ball meets Marble Blast injected with a variety of its own weird game-ey concepts, the kinds of things that feel like they could only exist in obscure PC shovelware, 100,000 game in 1 type stuff. I want to be clear: I am absolutely delighted that there is a major release for the best-selling console of all time that plays like this and is available on a physical disc. A decade and a half or so ago, this is just what a video game was still allowed to be, and I think there is something genuinely beautiful about that.