Blackthorne

The mercenary who became a Blizzard legend

In partnership with

PRESS START

An Introduction To Today’s Game

Ahh, here’s a game that is remembered mostly by who made it. Blizzard. Yes, that Blizzard. Before Warcraft, Starcraft and Diablo became household names, Blizzard spent some time in the console domains.

Blackthorne dropped on the Super Nintendo and MS-DOS in 1994. Inspired by Flashback and Prince of Persia, this was Blizzard’s take on those platformers. Animations felt weighty, every shadow felt deliberate, and every level felt built for tension rather than speed.

You play Kyle Blackthorne, a soldier raised on Earth who learns his real home is a planet called Tuul. His father is dead, his people are enslaved, and his only real tool is a pump action shotgun that fires around corners. It is not a subtle game, but it never tries to be.

BEHIND THE PIXELS

Let’s Dive Into The Game

Blackthorne plays like a side scrolling action game where every room doubles as its own puzzle box, and you rarely know what waits behind the next door.

It falls into the cinematic platformer genre, alongside Prince of Persia and Flashback, built around realistic animation and slower, deliberate movement instead of twitch reflexes.

Blizzard leaned hard into that style, and it shows in almost every frame.

The core mechanic is simple to explain and harder to master. Kyle carries a shotgun that fires straight ahead or blind behind him, and he can press flat against a wall to dodge incoming shots from either direction. A cover system back in the 90s was a pretty big deal and this stood out for that reason alone.

Enemies use the same trick, so a lot of fights turn into a slow standoff where timing matters more than speed.

The blood was censored for the SNES version, which shouldn’t surprise anyone if you remember the Mortal Kombat controversies at the time.

Exploration works the same way. Each of the seventeen levels is built like a maze, packed with locked doors, hidden levers, and Androthi prisoners who can be freed for items or advice.

Some of that advice is genuinely useful, and some of it is just flavor text, so it pays to talk to everyone anyway.

As for the mazes…I got lost. A lot. And so will you without a map.

The difficulty curve is no joke. Blackthorne expects you to die, learn the layout, and try again, closer to an old adventure game than a modern platformer with checkpoints every few steps.

Graphically, it holds up well for 1994, with detailed sprite work and dark, moody backgrounds that fit the story. As you can probably tell from the screenshots, this is a dark looking game. Don’t play it in a bright room. I learned the hard way.

The soundtrack, composed by Glenn Stafford before he went on to score Warcraft and StarCraft, adds a surprising amount of tension using a fairly small set of tools.

None of the individual pieces feel especially flashy today, but the combination still creates a mood that a lot of 16 bit platformers never bothered chasing.

You've seen the AI demos. Viktor does it without you watching.

The AI tool you tried last quarter waited for a prompt, hallucinated a number, then asked if you'd like a summary.

Viktor opened a PR at 2am, rebased it against main, ran your test suite, and posted a note in #eng: "Two flaky tests in payments service, both pre-existing. Recommended merging after fixing them." Then drafted the customer reply for the support ticket the bug created.

That's 619K autonomous actions per day across 20,000+ teams. Not chat replies. Real work shipped to GitHub, Stripe, Linear, Notion, and 3,000+ other tools, from inside Slack and Microsoft Teams.

You don't supervise him any more than you supervise a senior engineer.

SOC 2 certified. Your data never trains models.

"It's what you probably originally thought AI was going to be when you first heard of it in sci-fi movies." Tyler, CEO.

GAME INFORMATION

  • System: Super Nintendo

  • Year Released: 

    • 1994 (US)

  • Developer: Blizzard Entertainment

  • Publisher: Interplay Productions

  • MobyGames:

    • Critics: 85 (19 Reviews)

WHERE TO PLAY

  • Blizzard Arcade Collection.

  • Original Copies of the Game (All prices in USD)

    • Loose: $50

    • Complete: $120

    • New/Sealed: $250

COVER ART

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GAME OVER

Why You Should Play This

Blackthorne is worth playing today because it still feels like its own thing. Cinematic platformers were never as common as straightforward action games, and this one leans into atmosphere over spectacle in a way that still stands out.

The good news is access is easy. The Blizzard Arcade Collection brings Blackthorne to Switch, PlayStation, Xbox, and Windows through Battle.net, complete with save states and rewind if the old school difficulty gets rough. It is not on Steam, but it does show up on PC Game Pass from time to time.

If you grew up on Blizzard's later games, this is a fun look at where some of that DNA came from. The tone, the world building, and a few sound cues echo forward into Warcraft and Diablo. Just do not expect a modern difficulty curve. This one still wants you to earn it.

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RETRO HARDWARE

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