Nebulus
The tower that turned
John Phillips' 1987 tower-climbing game created the illusion of 3D rotation on 8-bit hardware through clever programming.
Overview
Nebulus (called Tower Toppler in the US) shouldn’t have worked. John Phillips created the illusion that players climbed around cylindrical towers—3D rotation on hardware that could barely manage sprites. The effect was hypnotic, the gameplay challenging, and the technical achievement remarkable.
Fast facts
- Developer: John Phillips.
- Publisher: Hewson Consultants.
- Release: 1987.
- Alternative titles: Tower Toppler, Castelian.
- Platforms: C64 (original), Amiga, Atari ST, NES, and more.
- Innovation: cylindrical tower effect through clever scrolling.
- Protagonist: Pogo, a green creature.
The effect
The tower rotation was illusion:
- Horizontal scrolling wrapped around.
- Background tiles created cylinder appearance.
- Character moved around tower circumference.
- Perspective shift as player progressed.
The brain perceived 3D where only 2D existed.
The gameplay
Nebulus combined platforming with puzzles:
- Climbing: ascend towers before time expires.
- Enemies: knock Pogo off platforms.
- Doors: teleport to other tower positions.
- Dissolving blocks: some platforms temporary.
- Tower destruction: reach the top to demolish.
The difficulty
Nebulus demanded precision:
- Tight time limits.
- Enemies at awkward positions.
- Platforming requiring exact timing.
- Pattern memorisation essential.
The bonus stages
Between towers, submarine sections:
- Side-scrolling shooter gameplay.
- Contrast with tower climbing.
- Score bonuses for next tower.
- Visual variety.
Technical achievement
John Phillips’ programming impressed:
- Smooth rotation effect at 50fps.
- Large, detailed sprites.
- No flicker or slowdown.
- Ran on unexpanded C64.
Other versions
The game appeared on many platforms:
- Amiga: enhanced graphics, same gameplay.
- NES: surprisingly faithful conversion.
- Spectrum: playable despite colour limitations.
- Game Boy: later portable version.
Legacy
Nebulus demonstrated that creative programming could achieve “impossible” effects. The tower rotation felt genuinely three-dimensional. John Phillips proved one programmer could create something technically remarkable and genuinely fun. Hewson’s reputation for quality releases continued.