Pogo
A small green creature controlled by the player. Pogo climbs the towers by walking around their curved surfaces and jumping across gaps.
How it plays
Each stage is a single cylindrical tower viewed from an angled third-person perspective. Pogo walks around the tower’s circumference, jumps between platforms, avoids gaps and hazards, and attempts to reach the launch point at the top.
The game contains a sequence of towers with increasingly difficult layouts. Progress comes from completing a tower before the time limit, while later structures demand more precise jumps and better anticipation of the rotating view. There is no conventional inventory or character-upgrade system.
Plan your run
Watch the tower’s rotation before committing to a jump, because a platform that is visible can quickly move out of alignment. Short, controlled movements are safer than rushing around the circumference.
Learn the position of hazards and use each tower’s lower sections to practice its rhythm. Keep the time limit in mind, but prioritize reliable landings over fast movement.
Meet the cast
A small green creature controlled by the player. Pogo climbs the towers by walking around their curved surfaces and jumping across gaps.
Before you begin
Study the next platform before jumping.
Use the rotating view to reveal routes around the tower.
Avoid unnecessary movement when a safe platform is already aligned.
Nebulus is a platform-puzzle game designed by John Phillips and published by Hewson Consultants for DOS. The player guides Pogo, a small green creature, around the exterior of tall cylindrical towers while trying to reach each summit. Its defining feature is the rotating tower perspective: the structure turns as Pogo moves, continually changing the visible platforms and hazards. The DOS edition carries the compact, demanding design of the original computer versions into a later PC release. Success depends on careful movement, timing, and learning each tower’s layout rather than on combat. Nebulus was recognized for its distinctive visual presentation and inventive level concept, although its controls and precision can feel unforgiving.
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