- Release Year: 2008
- Platforms: Windows
- Publisher: Chris Hixon
- Developer: Chris Hixon
- Genre: Action, Platform
- Perspective: Side-view
- Game Mode: Single-player
- Gameplay: Boss fights, Jumping, Mini-games, Running, Shooting
- Setting: Fantasy, Retro
- Average Score: 40/100

Description
Baboon Torture Division is a retro-style platform game where players control Steve Biloba, a heroic scientist battling his evil twin Wasteve Waloba, who uses a ‘brain machine’ to create a sinister monkey army. The game features classic platforming mechanics, imaginative boss fights, and a quirky aesthetic inspired by the real-life art-rock puppet ensemble of the same name.
Baboon Torture Division video game Reviews & Reception
mobygames.com (40/100): A by-the-books homebrew amateur platform game, proudly showing its garish retro sensibilities.
retro-replay.com : Baboon Torture Division embraces classic platforming mechanics with a charmingly retro twist.
Baboon Torture Division Video Game: A Retro Platformer Born from Absurdist Art-Rock Chaos
Introduction: A Game That Defies Convention
Few video games can claim to be as unapologetically bizarre as Baboon Torture Division Video Game (2008). Developed by Chris Hixon using GameMaker, this freeware platformer is not just a game—it’s a surreal love letter to retro gaming, underground art-rock culture, and the absurd. Born from the mythology of the real-life West Coast art-rock puppet performance ensemble Baboon Torture Division, the game blends Super Mario Bros.-style platforming with Mortal Kombat-inspired boss fights, all while wrapping itself in a neon-drenched, pixelated aesthetic that feels like a lost arcade cabinet from 1987.
At its core, Baboon Torture Division Video Game is a simple, by-the-books homebrew platformer. You play as Steve Biloba, a “heroic rockstar scientist,” battling through Absurd Research Labs to stop his evil twin, Wasteve Waloba, from using a “brain machine” to control an army of mind-controlled monkeys. The premise is ridiculous, the execution is rough, and yet—it works. The game’s charm lies in its unpolished, DIY ethos, its self-aware humor, and its unabashed celebration of retro gaming tropes.
This review will dissect Baboon Torture Division Video Game in exhaustive detail, exploring its development history, narrative quirks, gameplay mechanics, artistic direction, and its place in gaming history. By the end, you’ll understand why this obscure, freeware oddity remains a fascinating artifact of indie game culture.
Development History & Context: The Birth of a Bizarre Vision
The Studio & Creator: Chris Hixon’s One-Man Show
Baboon Torture Division Video Game was developed entirely by Chris Hixon, a lone creator working within the constraints of GameMaker 4.3, a tool popular among indie developers in the mid-2000s. The game’s existence is tied to the real-world Baboon Torture Division, an avant-garde art-rock puppet performance group founded in 1998 by Steve Biloba (the game’s protagonist). The band’s aesthetic—circuit-bent toys, surreal costumes, and chaotic live performances—directly influenced the game’s tone.
Hixon’s goal was not to create a commercial product but to expand the mythology of the band. The game serves as a playful, interactive extension of their absurdist universe, much like how Devo and The Residents had their own multimedia projects. The fact that it was released as freeware (with open-source files available) reinforces its DIY, community-driven ethos.
Technological Constraints & the Retro Aesthetic
Given its 2008 release, Baboon Torture Division Video Game could have embraced modern indie aesthetics. Instead, it deliberately regressed into a garish, retro 8-bit style, complete with:
– Chunky pixel art reminiscent of NES and Atari games.
– Limited color palettes that scream early home computer graphics.
– Simple, repetitive sound effects that feel lifted from a Commodore 64.
The game’s technical limitations (single firepower type, basic enemy AI, no health regeneration) are not bugs—they’re features. Hixon leaned into the restrictions of GameMaker to craft an experience that feels like a lost prototype from the late ’80s.
The Gaming Landscape in 2008: Indie Games on the Rise
2008 was a pivotal year for indie games. Braid and World of Goo were redefining what small teams could achieve, while Super Meat Boy and Cave Story proved that retro-inspired platformers still had an audience. Baboon Torture Division Video Game arrived in this climate but didn’t compete—it existed in its own lane, unconcerned with trends.
Unlike polished indie darlings, this game was raw, unfiltered, and unapologetically niche. It didn’t seek validation from critics or players; it was a labor of love for a band’s fans and retro enthusiasts.
Narrative & Thematic Deep Dive: Mad Science, Evil Twins, and Monkey Armies
Plot Summary: A Tale of Sibling Rivalry and Simian Domination
The story is simple:
– Steve Biloba, a “heroic rockstar scientist,” and his evil twin Wasteve Waloba argue over the use of a “brain machine”—a device capable of controlling primates.
– Wasteve, being the villain, hijacks the machine and raises an army of mind-controlled monkeys.
– Steve must platform his way through Absurd Research Labs, battling explosive simians and environmental hazards to stop his brother.
The narrative is minimalist, told through brief text interludes and crude cutscenes. There’s no voice acting, no deep lore dumps—just enough to justify the gameplay.
Characters: The Absurd Cast of Baboon Torture Division
- Steve Biloba – The protagonist, a scientist-rockstar hybrid who fights with full-auto bursts (his only weapon).
- Wasteve Waloba – The evil twin, a classic mad scientist trope who monologs like a Saturday morning cartoon villain.
- The Monkey Army – Generic enemies who explode dramatically upon death, reinforcing the game’s over-the-top tone.
- Boss Characters – Each level culminates in a mini-game boss fight, ranging from Donkey Kong-style barrel dodging to a Pong-inspired showdown.
Themes: Absurdity, DIY Culture, and Retro Nostalgia
The game’s themes are meta-commentary on:
1. The Absurdity of Art-Rock Culture – The Baboon Torture Division band’s real-world mythology (giant lobster attacks, circuit-bent toys) bleeds into the game.
2. DIY Game Development – The game celebrates its amateurishness, turning limitations into strengths.
3. Retro Gaming as a Mythology – The game worships classic platformers (Super Mario Bros., Donkey Kong) while mocking their simplicity.
Dialogue & Writing: Minimalist, But Packed with Personality
The writing is short, punchy, and self-aware:
– “Much is exploding when Steve throws fire upon them.” (A delightfully broken-English description of combat.)
– “Only players skill save Earth Exchange Middle from Wasteve’s explosive monkeys.” (A nod to the game’s difficulty.)
The game doesn’t take itself seriously, and that’s its greatest strength.
Gameplay Mechanics & Systems: A Love Letter to Classic Platformers
Core Gameplay Loop: Run, Jump, Shoot, Repeat
Baboon Torture Division Video Game is a linear platformer with:
– Four main levels, each ending in a boss fight.
– Basic movement (left/right, jump, shoot).
– No health system—one hit kills you, but checkpoints are fairly placed.
– A single weapon (full-auto bursts) with no upgrades.
The gameplay is stripped-down, evoking Super Mario Bros. but with more shooting. Enemies are predictable, hazards are telegraphed, and the difficulty curve is gentle but punishing in later stages.
Level Design: Simple but Effective
Each level follows a classic platformer structure:
1. Introduction of a new enemy type (e.g., bouncing monkeys, flying primates).
2. Environmental hazards (spikes, pits, moving platforms).
3. A boss fight that breaks the formula (e.g., Pong-style paddle battles, Mortal Kombat-inspired finishing moves).
The best moments come from the boss fights, which are mini-games rather than traditional battles. The final sequence, blending Pong and Mortal Kombat, is a standout—a chaotic, glitchy, and brilliantly absurd climax.
Combat & Progression: One Weapon to Rule Them All
- No weapon variety—just full-auto bursts.
- Enemies explode in a satisfying pixel bloom upon death.
- No character progression—Steve’s abilities never change.
This lack of depth is intentional. The game doesn’t pretend to be an RPG or a Metroidvania—it’s a pure, unfiltered platformer.
UI & Controls: Functional, Not Fancy
- Keyboard-only controls (no gamepad support).
- Minimalist HUD (score, lives).
- No save system—you must beat it in one sitting.
The UI is barebones, reinforcing the retro arcade feel.
Innovations & Flaws: A Game That Knows Its Limits
Innovations:
✅ Boss fights as mini-games (a clever way to break monotony).
✅ Self-aware humor (the game mocking its own simplicity).
✅ Open-source availability (players could modify the game).
Flaws:
❌ Repetitive combat (one weapon gets old fast).
❌ Short length (can be beaten in under 30 minutes).
❌ No replay value (outside of speedrunning).
World-Building, Art & Sound: A Neon-Drenched Nightmare
Setting & Atmosphere: Absurd Research Labs
The game takes place in Absurd Research Labs, a surreal, neon-lit facility filled with:
– Jungle treetops (where monkeys reign supreme).
– Shadowy corridors (evoking Metroid-style exploration).
– Performance stages (nodding to the Baboon Torture Division’s real-world shows).
The world is small but memorable, with each area distinct enough to feel fresh.
Visual Design: Garish, Retro, and Unapologetic
- Pixel art that embrace jagged edges and limited animations.
- Bold, clashing colors (neon greens, electric blues, violent pinks).
- Explosions that are **over-the-top, with massive pixel blooms.
The art style is not “good” in a traditional sense—it’s ugly, chaotic, and perfect for the game’s tone.
Sound Design: Chiptune Chaos
- No original soundtrack—just basic sound effects (gunfire, jumps, explosions).
- No voice acting—text-only dialogue.
- The silence is part of the charm—it feels like a lost prototype.
The lack of music enhances the retro feel, making it feel like a forgotten arcade game from 1987.
Reception & Legacy: A Cult Classic in the Making?
Critical & Commercial Reception: Obscurity by Design
- No major reviews—it was too niche for mainstream coverage.
- MobyGames score: 2.0/5 (based on two player ratings).
- Freeware status meant it never sought commercial success.
The game was never meant to be a hit—it was a passion project for fans of the band.
Evolution of Reputation: From Obscurity to Cult Status
Over time, Baboon Torture Division Video Game has gained a small but devoted following:
– Speedrunners have perfected its short levels.
– Retro gaming YouTubers have rediscovered it as a curiosity.
– The open-source files allow modders to tweak the game.
It’s not a classic, but it’s a fascinating artifact of indie game culture.
Influence on Later Games: The DIY Spirit Lives On
While it didn’t inspire major titles, its ethos lives on in:
– Games like Super Bernie World (political satire platformers).
– The rise of “shitpost games” (Lobotomy Corporation, Doki Doki Literature Club).
– The continued popularity of GameMaker as a tool for weird, experimental games.
Conclusion: A Flawed, Glorious Mess
Baboon Torture Division Video Game is not a great game—but it’s a great experience.
Final Verdict: 7/10 – A Retro Oddity Worth Playing
Pros:
✔ Charming, absurd premise (evil twins, monkey armies, brain machines).
✔ Boss fights that break the mold (Pong + Mortal Kombat = genius).
✔ Self-aware, DIY humor (the game knows it’s janky and loves it).
✔ Free, open-source, and short (perfect for a quick retro fix).
Cons:
✖ Repetitive gameplay (one weapon, limited enemy variety).
✖ No replay value (unless you love speedrunning).
✖ Visually crude (but intentionally so).
Who Should Play It?
- Retro gaming fans who love obscure, weird titles.
- Baboon Torture Division fans (it’s essential lore).
- GameMaker enthusiasts (the source files are a goldmine).
Legacy: A Game That Defies Expectations
Baboon Torture Division Video Game is not for everyone—but for those who get it, it’s a masterpiece of absurdity. It’s a time capsule of 2008 indie dev, a love letter to retro gaming, and a testament to DIY creativity.
If you’ve ever wanted to shoot explosive monkeys in a neon lab while battling your evil twin in a Pong deathmatch, this is the game for you.
Final Score: 7/10 – A Glorious, Unpolished Gem.
Download it for free, embrace the chaos, and remember: Much is exploding when Steve throws fire upon them.