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Suez writers digging into what made couch co-op platformers work

A small editorial team in Suez, Egypt studying level design from the golden era of shared-screen platforming, one level at a time.

Meet the Team

What We Stand For

No filler, no affiliate noise — just close reading of the levels that shaped a genre

Level-by-Level Breakdown

We analyze checkpoint placement, camera behavior, and enemy pacing frame by frame instead of skimming through a game's surface-level features.

Fan-First Perspective

Every piece is written by people who grew up passing controllers back and forth, not by outsiders chasing trending keywords.

No Clickbait Titles

Our headlines describe what's actually inside the article — we'd rather earn a slow read than a fast click that leads nowhere.

Original Voice, Original Screens

We capture our own footage and stills for every breakdown so the analysis matches exactly what we're describing on screen.

Design-Focused, Not Nostalgia-Only

We go past 'remember this game' and get into why a level's layout, timing, or split-screen logic actually worked or didn't.

Consistent Publishing Rhythm

New breakdowns go up on a steady schedule, so readers following a series don't wait months between installments.

How We Build Each Piece

From pitch to publish, here's what happens before a level design breakdown goes live

  1. 1
    Pick the Level

    Our small team debates which co-op platformer stage deserves a closer look, favoring levels with interesting design choices over just the most famous titles.

  2. 2
    Replay and Document

    We replay the section in local co-op, taking notes on checkpoint spacing, split-screen transitions, and how the level handles two players moving at different speeds.

  3. 3
    Cross-Check the Details

    Before writing, we verify release dates, developer credits, and design details against interviews, manuals, and other documented sources to keep facts straight.

  4. 4
    Write and Publish

    The breakdown gets drafted, edited by a second team member for clarity, and published with original screenshots pulled directly from our own playthrough.

The Blog in Numbers

A modest archive, built one level breakdown at a time from Suez, Egypt

6 years Running Since
310+ Articles Published
48 Games Covered
9,200+ Newsletter Readers

What Readers Say

I emailed them a question about checkpoint spacing in a fairly obscure title and got a thoughtful, detailed reply within a couple of days. That kind of attention is rare these days.
Farida Hassan Platformer enthusiast and blog subscriber
Most sites just list games with a screenshot and a paragraph. This one actually explains why a level worked, down to how the second player's screen scrolled. Genuinely different approach.
Michael Fernandes Retro gaming forum moderator
Found the site through a friend's link about co-op checkpoint design and ended up reading four articles in one sitting. Their breakdown of pacing in split-screen levels stuck with me.
Priya Nair Casual reader and former arcade regular
The screenshots are always their own footage, not stock images pulled from somewhere else. Small detail but it shows they actually replay what they write about.
Omar Abdel Rahman Design student and part-time reader
I appreciate that they cite where their facts come from instead of just repeating whatever's floating around online. Made me trust the site enough to keep coming back.
Laila Mostafa Gaming history hobbyist