About This Game Discover the lost treasures of Ukampa in South America as Aban Hawkins searches for his estranged father, world-famous archeaologist, Jim Hawkins. The elder Hawkins mysteriously disappeared while exploring the ruins. Before his disappearance, the elder Hawkins entrusted his daughter, Tina with a map to the location of the ruins but with a grave warning that death awaits around every corner. Aban Hawkins races into the frozen tundra of the antarctic, undiscovered temple ruins and the vast caverns of South America in search of his father and the legendary treasure rumored to lie behind the Golden Door of Poko-Mum. Features ■ 1001 Lives to pass 100+ Levels Devious traps and cleverly designed levels ensure a variety of challenges that will test the limits of your skills, reflexes and patience. ■ 4-Player Local Co-op and Versus Gameplay Test your platforming and treasure skills with up to 4 of your friends! ■ Retro with style Classic 8-bit style chiptunes by Rushjet1 and Misoka with true-to-Famicom graphics ■ Secret of Ukampa Unlock nearly two-dozen secret characters, each with vastly different gameplay and abilities ■ Watch the Story unfold The action and mystery advances through in-game cutscenes, each character with their own unique story! 7aa9394dea Title: 1001 SpikesGenre: Action, Adventure, IndieDeveloper:Nicalis, Inc.Publisher:Nicalis, Inc.Release Date: 3 Jun, 2014 1001 Spikes Keygen For Windows 10 Everybody knows that 1001 Spikes is a masterpiece of mechanics and the pinnacle of level design as an art form, but, for as much as I have relished every agonizing, brilliant moment, my favorite thing about it is the respite stages at the end of each area. You simply move through the level, free from danger, and ironically these are the moments in which I truly feel like I am on an adventure.It's not that I use this time to reflect on the challenges that I've surmounted. It's not that transition in which I am saying goodbye to one area with its distinctive tileset before moving on to another. The romance of these stages is simpler than that: It's just a pleasure to move through an exotic space! By suddenly stripping away all semblance of difficulty, 1001 Spikes startles you into noticing that one of the basic strengths of videogames is the experience of place.When all of the scorpions and dart-shooting busts and crushing effigies and flamethrowers fall away, there's just you and a decaying ruin, adorned by idols carved from bricks of gold and lit by columns of blue flame, housed within the red dirt of the jungle and deep purple caverns, overgrown with vines that sway as you brush by, curtained by waterfalls and the slowly flooding drip of leaking ceilings, and eroded by lakes of fire barely contained with thick stone dams. Corridors narrow to a crawlspace and balloon outward into large pedestal chambers. They wind from side to side, rising and falling, or provide a shambling staircase out of darkness.The fundamental lines of these spatial compositions are as beautiful as the pixel art with which they are drawn, and these little journeys are yet further characterized by situational events. Rope bridges collapse behind you, imposing doors are opened with the depression of multiple switches or the assembly of several ritual keys, and gates crumble away with the terrain, dropping you into the abyss. These surprises somehow manage to evoke a sense of mystery even though there are no puzzles to solve and a sense of adventure even though your path is a straight line. I could play an entire game comprised of these completely safe yet intriguing and enchanting stages.Ukampa lies behind me in ruins, its golden skulls all safely ensconced within my loot sack, but I am not finished with 1001 Spikes. Not by a long sight. More adventures await. Regardless, I am more than ready to say that I don't just enjoy this game; I love it.Update: After completing the game, I was so enamored with it that I felt compelled to make a critical video describing how deftly it uses space in its level design:https:\/\/www.youtube.com\/watch?v=G5AtwovL_yQ. 1001 spike and is a classic 2D action platformer where you play as Aban Hawkins, basically indiana jones minus the whip, who sets out on an adventure to Ukampa to find not only his father but the treasure of the temple in order to prove he is better than him. The 1001 in the title is actually refering to the number of lives you start with. (Though it could mean the spikes because there is a damn lot of them). You have 1001 lives to best your way through all '30' levels of the Ukampa tomb but don't let that discourage you or make you think that's all the lives you have. At the end of each section, you'll find an artifact which gives you a large chunk of lives. Along with those, there is a skull collectible in each level (including the room that's just a straight walk to the artifact) which I highly recommend collecting. Not only does it grant you a life every time you pick it up (It has to be recollected every time you die) but it also lets you unlock new, fun characters.These unlockable characters really encourage replaying the game to see how much better you can do with them, the different ways they can clear the levels with their unique abilities (These characters are also characters from different games which helps to encourage unlocking them just to see who they are. See Super Meat Boy if you wonder what I mean by 'From different games') Lastly these characters also have a different collectible to the skull. In this case, a coin that gives you money from 100 to 1000 and beyond as you get to the later levels which allow you to buy even more lives.For the price you're buying, you're definitely getting your money's worth. Not only is there the main game 1001 spikes but there is also side stories that unlock which take Aban to new dangerous adventures and *Bit of a spoiler* After beating the 'boss', a whole new set of levels open up. It's definitely worth the buy.I can understand that the idea of a rage game can turn some people off when they think of games like "I wanna be the guy" or "Eryi's action" on steam but erase those from your mind. This game is definitely designed to lead to a rage at some point depending on your patience, of course but it's not one big trap feast. Like you won't walk through trees just for an apple to shoot down and kill you like in IWBTG. It's not that kind.You will stumble into some traps or do something wrong that requires you to kill yourself (Selecting retry in the menu takes a life) but as the game goes on, you will start to spot the signs like in Eryi's action where you can suspect which spots are trapped. Everything in 1001 spikes makes a distinct sound like the click of spikes to help you figure out the timing. I can definitely recommend this game. If this helps you decide to buy it, then I wish you luck.. Summary:Not recommended for those who are frustrated by "surprise" deaths. You will die MANY times in a level simply because getting through it is a long sequence of "trial and error" attempts where you'll be killed by traps and hazards that provided no forewarning to their existence or nature, and so succeeding becomes a series of deaths that provide the experience you need to memorize where the dangers lie so that you can combine that with skilled platforming and attack shots in order to pass a level. Repeat for the next level, and so on. I'm not one to enjoy either trial and error experiences, or a memory game, so I don't recommend it.. If you're the type that likes "rage platformers", this is a very well-crafted specimen. Every detail of every level oozes polish and careful consideration on the author's part. And while the traps do surprise you sometimes, they ultimately are all beatable if you're good enough.That said, the unlockable characters feel extremely tacked on when compared to, say, Super Meat Boy. The ones that do more than look different are all straight upgrades to the main character, but you have to advance through every level separately for each one (no thanks) and they can't collect golden heads for you. Otherwise you can only use them in the game's extra modes; those which I've unlocked so far are comparatively short.Still, for the right person the core game is worth the admission price. And you probably already know if you're that person.. 1001 Spikes has the misfortune of coming at a time when we feel like we've had enough of its ilk. We've played Indiana Jones-themed platformers (La Mulana and Spelunky), short-level-many-lives platformers (Super Meat Boy, I Wanna Be The Guy), and technologically accurate retro homages (Shovel Knight). It's unfortunate because 1001 Spikes is all these things, but it's also something more.It tosses out the fiddly analog jumping of Super Meat Boy in favor of digital two-button jumping. You know where your jumps are going to take you, even if you play blindfolded. The challenge is picking the right place and time to jump. There are no leaps of faith. The limited pallet of hazards allows you to grow muscle memory. Far from being an exercise in trial and error, 1001 Spikes is a game you can get good at. My second playthrough took 10% as long as my first.Instead of the single-screen levels of Super Meat Boy, you have levels that you can't finish while holding your breath. There are parts where you really have to think hard about how you can pass an obstacle. There are shortcuts. If Super Meat Boy is a triceps dip, 1001 Spikes is a push-up.If you've played IWTBTG, you'll know that that game can kill you in ways that are funny. 1001 Spikes has jokes too, but they are funnier.1001 Spikes has a story, and a damn good one. It's told in Ninja Gaiden style cutscenes which are long but don't overstay their welcome. It's about a love-hate relationship. The protagonist goes on an adventure to prove something to himself -- when you play this game it will be to prove something to yourself. 1001 Spikes is a Japanese indie game, and when it comes to story it seems like Japanese indie developers can do something that Americans can't. They can set their games in worlds that seem real. They can be sentimental without being sappy.. Disclaimer: If you inherently can\u2019t stand timing-based platforming and a certain level of trial-and-error\/memorization, this game is not for you.Mario really changed platforming huh? I mean he pretty much created it with his appearance in Donkey Kong, but it was Super Mario Bros. that defined core platforming mechanics for years to come. Chief among these is the jumping itself: SMB added a momentum based system as well as variable jump lengths depending on how long you held down the button. Put these together and you had a game that just felt better than any other game at the time. Fast forward to today and we\u2019re in a resurgence of the genre, with a new SMB, Super Meat Boy, taking its place as king with the most refined Mario controls to date. How does 1001 Spikes fit into this? Well\u20261001 Spikes scales back the jump mechanics to pre-Super Mario Bros.; there\u2019s no momentum system or variable jump based on length of button press. Instead, there are just two jumps: a jump that clears 1 tile and a jump that clears 2 tiles. What does this mean? Well as far as negatives go it means that you never get the same sense of great game feel as you do in Super Meat Boy. That\u2019s not to say the game feels bad though; you can change the direction of your jumps in mid-air, so it\u2019s not clunky like Castlevania or Ghosts n\u2019 Goblins. It also means that it\u2019s more accessible; you have to worry less about mastering a complex physics system and more about your timing and reflexes. With more reliable jumps you can also have more daunting challenges, without a lot of the error in the trial-and-error.But the biggest thing it facilitates is puzzles. It\u2019s not always advantageous to use the high jump, even with jump correction; the game makes you use both. You see, most of the game\u2019s obstacles are traps, with slight visual clues of where they could be. This works synergistically with the jump system; you\u2019ll have to constantly think on your feet about where traps could be located and how to handle them, but because of the rigid jumping you\u2019ll also have to problem solve about what sequence of jumps and landings to use to get you to your goal. There are a lot of \u201cpuzzle platformers\u201d out there but more often than not they\u2019re puzzle games that just happen to be platformers. This game uses platforming as its puzzle mechanics; rarely do I see a game so multifaceted and yet so singular in its design. Even once you\u2019ve carved out a path you\u2019ll still have to think quickly to execute it; unlike platformers like Meat Boy there\u2019s no clear break in between obstacles. Traps add an extra sense of cohesion to the levels as you have to keep moving and thinking on your feet with no time to catch your breath. It\u2019s a really unique feeling for a platformer, and frankly it\u2019s exhausting at first. But as you play more, you\u2019ll get better at the game and at the quick thinking and memorization needed to complete each level. While the game doesn\u2019t build in the sense of reward like Super Meat Boy does, it doesn\u2019t really need it; by the time you beat each level, you\u2019ll have gained the satisfaction of solving a puzzle and of executing tight platforming in one. This is all reinforced by a smart lives system where you have to actually learn how to play the game, and not just muscle through it like Meat Boy, so that you can preserve your lives and prevent yourself from starting over from the beginning. It \u2013 oh wait, you don\u2019t have to start over? You just get three more lives? \u2026Then what\u2019s the point?This is the start of a few baffling decisions; why have a life system at all? Or a level skip option? Why is there a store anyway? I get that it creates a strong connection between the side modes and characters and the real gameplay as Aban but it ends up feeling grindy and \u201cpay-to-win\u201d.Speaking of side modes and characters, this game has a lot of content! There\u2019s a single screen Mario Bros. style fighting game, a Kid Icarus style climbing game with scroll locking, and The Lost Levels, which actually is the game I expected except in short form, with a reduced number of levels and only 101 lives, but a Game Over if you lose them all. It doesn\u2019t introduce any new mechanics but it does put them together in new ways, and to be honest a shortened form probably works better for that Game Over concept anyway.The best part of the game though is the level design. With rigid jumps and movement speeds there\u2019s already a lot of potential for fine-tuned gauntlets to jump through, with a lot of pixel-perfect platforming that really matches the aesthetic and gives you the feeling that nothing about this experience should have been any different. But what\u2019s great is how it layers it: every level has a teaching layer, a \u201cget through the level the first time\u201d layer, and a speedrunning multiple path layer, and everything in the game is created with these layers in mind, all without ever sacrificing internal logic. There are no scripted events here; everything is created using the tools given, and anticipation of how the player will tackle it. So let\u2019s say there\u2019s some spikes on a timer, and there seems to be a conveniently different colored block as a safe spot. Well that block is going to have logic to it; it\u2019s not going to be just arbitrarily discolored, but discolored because, it has hidden spikes in it, or maybe it\u2019s actually a cracked block and will break when you stand on it. When all of these layers and the logic within them come together it creates a world that feels like it existed before you and will continue to exist after you\u2019re gone, rather than just a series of arbitrary obstacles. You create the timings yourself, there isn\u2019t one set way you have to do it; a favorite mechanic of mine includes pushing a sliding ice block, that you can jump on and ride. Its velocity is set and firm, but it\u2019s up to you to set it into motion, not the game. This is a damn fine platformer, and in my opinion, probably bests Super Meat Boy as my favorite to date.. 1001 Spikes take you back to the olden days of platforming, but with the modern "Rage-Game" difficulty. With pixel-perfect controls that are very comfortable, this game takes you through beautiful yet deadly maps, all flawlessly and cleverly designed. While most of the traps can be spotted if you look closely enough, unfortunately there's going to be times where the only way to progress through a certain jump is to die, learning what killed you, and how to get passed. Pros=========Rage-Game difficulty (For those who like the challenging platformers)Great level designRespawns are near instantVery crisp and comfortable controlsCons=========This game might be too hard for people who don't have much patienceSome of the traps are B.S. (But only the first time through)The bloody 3-pixel green zone for jumping on one of the later levels (GAHH!!!)The multiplayer feels tacked on (But the Lost Levels\/Tower of Nannar are fun by yourself regardless)=====IN CONCLUSION=====All in all, this game was worth every cent I put in to it. I've 100% the game with every character, and had a blast doing it. If you're still unsure, I'm certain this will go on sale at some point, but don't wait too long! You're missing out on a good time.. Pros:+ Very good game+ I like it quite a bit+ You can do itCons:- The number of spikes in this game is not exactly 1,001- Sometimes you feel like you cannot do it+ Actually you can though
udphyformnsulav
Comments