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Skullmonkeys

 
Games: Skullmonkeys

Game Description

Fresh from his adventures in The Neverhood studio's first platforming title (The Neverhood), Klayman is back for an all-new adventure. The original featured a traditional 2D side-scrolling adventure filled with free roaming platforms and lots of clay animation -- this pseudo-sequel offers the same sort of action with certain modifications.

Something has gone seriously wrong in Klayman's homeland -- Kogg, an evil megalomaniac, wants to destroy the land and basically rule over anything and everyone. Because the task can get difficult at times, he has enlisted the service of fearsome ape-like creatures, Skullmonkeys, to aid in the destruction of planet Idznak. Needless to say, it is up to the player to stop Kogg and his devious plans.

Much like The Neverhood, Skullmonkeys is a 2D platformer built entirely of Claymation characters, enemies, and environments. Throughout the game's seven worlds spanning ninety levels, the basic objective of each is to destroy as many Skullmonkeys as possible. Destroying the simians can be done one of two ways: firing projectile weapons or butt-bouncing off their heads.

Like all titles in the genre, the main focus is on the platforming element. Each level is chock full of free-roaming platforms, instant death traps and pits, and the requirement of precision jumping. One false move can halt Klayman's mission forever, so be careful!

There are also various pickup items to utilize. When one hundred Orange Balls are collected, Klayman will earn an extra life. Ma Birds can be utilized as checkpoints, the Halo will protect the protagonist from any damage, and the Super Willie will collect every pickup item on the screen.

The planet of Idznak is counting on you -- will you be able to overcome the beastly Skullmonkeys and destroy Kogg before it's too late?
~ Michael L. House, All Game Guide

Roots & Influences

Skullmonkeys is the spiritual sequel to The Neverhood. Both games, developed by The Neverhood feature a Claymation based world with fully realized clay figures, settings, and designs. The gameplay can be traced throughout the 2D platforming genre, but it was most noticably influenced by the Earthworm Jim series (in terms of overall humor).
~ Matthew House, All Game Guide

Review: Overall

If it had been released when the Super Nintendo and Sega Genesis dominated the 16-bit console market, Skullmonkeys would have been an incredible 2D platform game. But in the 32-bit era of videogaming, many platform gamers have grown accustomed to the genre's 3D titles that feature roaming cameras, unique and special moves, plenty of objectives, etc. The industry standard was set following the release of Super Mario 64 for the Nintendo 64.

That's not to say, however, that there is no more room for 2D games on the market; many old-school gamers prefer the second dimension over 3D. Only thing is, when a game like Skullmonkeys hits the market nowadays, it had better have unprecedented control, a fabulous presentation, and inspired levels, creatures, and objectives. A prime example of this is Konami's Castlevania: Symphony of the Night. Frankly, Skullmonkeys falls way short of these requirements.

While the above statement is true, Skullmonkeys isn't a terrible platformer; it's just average and leans towards the unoriginal. Fans of Claymation will be instantly mesmerized by the game's visuals -- each world, character, setting, and critter is built entirely out of clay. But in all honestly, there's only so much you can do with the substance. Because there's over ninety different levels, many settings and enemies look reused, bland, and repetitive.

More importantly, the gameplay suffers from an extreme lack of inspiration. The basic objective of each level is to reach the end while killing Skullmonkeys and picking up Orange Balls and other miscellaneous items. To accomplish this, one must traverse between still and roaming platforms while practicing precision jumping and timing; not the most original concept in the world. Repeat until the game is either finished or the player has been rendered bored beyond repair.

Skullmonkeys is not without some merits. Important to any platforming title, the controls are silky-smooth with responsive jumping and action movements. There are also some humorous bonus levels and computer/clay generated movie sequences. Bonus levels come in the form of 1970s flashback segments while the movies do a good job handling the story aspects.

But these things alone cannot save Skullmonkeys from mediocrity. Had The Neverhood thought up actual mission objectives, lowered the quantity of levels and increased the quality, and pumped some more detail into each Skullmonkey, then it could have been an excellent 2D side-scroller. Unfortunately, they didn't and the game is far too dull and repetitive for most platforming fans.
~ Michael L. House, All Game Guide

Review: Enjoyment

The main problem with Skullmonkeys is that there's not enough things to do. Gameplay consists of going through each level, collecting items, fighting the same creatures over and over again, reaching the end, and moving onto the next level. Repeat this process over ninety times and you've got a very boring game on your hands.
~ Michael L. House, All Game Guide

Review: Graphics

Upon first glance, Skullmonkeys looks very good -- the clay figures and settings seem to be detailed nicely. But after extended play, everything begins to look the same; many of the simians look exactly the same and the backgrounds are a bit on the sparse side. Fortunately, the motion-capturing/animation of each character is very fluid.
~ Michael L. House, All Game Guide

Review: Sound

Like the visuals, the soundtrack is on the repetitive side. Some of the sound effects (such as flatulence) are both rude and humorous.
~ Michael L. House, All Game Guide

Review: Replay Value

The sheer amount of levels doesn't extend the replay value, but hurt it. Because there is almost zero excitement found within this title, many players will become bored after only an hour of gameplay.
~ Michael L. House, All Game Guide

Review: Documentation

The 25-page manual is an average one that explains controls, pickup items, and a little about each enemy {%Klayman} will meet.
~ Michael L. House, All Game Guide

Production Credits

THE NEVERHOOD Lead Artists: Eric Ciccone, Steve Crow, Mike Dietz, Ellis Goodson, Mark Lorenzen, Edward Schofield, Douglas TenNapel; Lead Programmers: Brian Belfield, Kenton Leach, Tim Lorenzen; Level Designers: Joe Sanabria, Vanessa Vee Jones; Lead Tester: Luis Giglioti; Testers: Rick Marr, Tyler Gladden; Additional Programming: Nick Jones; Still Photos: Joe-Head-Joe Sanabria; Lighting Director: Christopher Breedon; Splendid Music: Terry S. Taylor; Sound FX and Design: Ernie Sheesley at Screen Music; Based on the Character Created by: Douglas TenNapal; Assistant Animators: Mark Cabballero, Shamus, Marty Davis, Shawn McLean, Kenneth Wong; Assistant Movie Clean-Up Guy: Dave Adams; Armatures: Peter Marinello, Ronnie Sharone; Additional Sculpts: Mark Villalobos; Level Logos: Joey Potter; The Law: Jeff Rose; Bookkeeping: Laurie Jacobs; Office Manager: Angie TenNapel; Special Thanks to Friends and Family: Monique Allenbaugh, Amy Bennett, Glenn Entis, Chris Rausch, Leslie Ward, Josh Davidson, Emily Kenner; Additional Thanks: Keith Boesky, Bob Clanton, Gene Eugene, Rich Flier, Dan Kauffman, Tina Kowaleski, Steven, Jeffery, David; DREAMWORKS INTERACTIVE Producers: Alan Hartman, Damon Tripodi; Product Manager: Rich Flier; Lead Quality Assurance: Greg Hillegas; Quality Assurance Testers: Lynn Henson, Laurence Monji, Gene Perry, Caleb Sweazy, Jon Paquette; Internationalization: Wesley Yanagi, Kathleen Cohen; ELECTRONIC ARTS Producer: Richard Hilleman; Associate Producer: Caroline Petrook; Product Manager: Emily Kenner; Product Marketing: Emily Kenner, Mike Quigley; Documentation: Yuri Hospodar; Documentation Layout: James Hanley; Internationalization: Atsuko Matsumoto; Package Design: Michael Lippert; Package Copy: David Lee, Bill Scheppler; Package Photography: Joesph Sanabria; Multi-Image Design and Production: Gelardi Design; Product Testing: Sean "Wabbit" Baity, Yuri "Big Daddy" Green, Rockin' Rhett Butler, Gary "the Spider" Ward, Rebecca Colbourn; Quality Assurance: Lambert Doria
~ Matthew House, All Game Guide
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Wikipedia: Skullmonkeys
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Skullmonkeys
Skullmonkeys Box.jpg
Developer(s) The Neverhood, Inc.
Publisher(s) DreamWorks Interactive
Platform(s) PlayStation
Release date(s) 1998
Genre(s) Platform
Mode(s) Single player
Rating(s) ESRB: T (Teen)
Media CD-ROM

Skullmonkeys (released in Japan as Klaymen Klaymen 2) is the video game sequel to The Neverhood, created by animator Doug TenNapel. Rather than being a PC adventure game like its predecessor, it is a platform game for the PlayStation. The setting of it came from a place described in The Neverhood Hall of Records in the Neverhood by one of the other god-like beings (like Hoborg) created by Quater. The game's popularity, like The Neverhood, has long outlasted its availability in computer stores. As of 2007, the Internet is still full of very active 'fan websites' devoted to both games, and the soundtrack CD by Terry Scott Taylor, Imaginarium: Songs from the Neverhood, continues to sell well.

Contents

Storyline

The evil Klogg was banished from The Neverhood at the end of the first game, but has now ended up on a planet ruled by scary-but-stupid creatures known as Skullmonkeys. Klogg becomes their leader and sets off to rule the planet, while Klaymen is brought onto the scene to stop him. In the single-player platform game you control Klaymen, a resident of the Neverhood who is kidnapped in order to prevent the destruction of the Neverhood. Your character can jump, duck, look up, and grab a wide range of items such as a halo (allowing him to withstand more than one hit) and a wide range of quirky and crude projectile weapons. Aside from the assortment of weapons, you can destroy many enemies and bosses by jumping on them, and there are several secret levels (set to 1970s easy-listening music) where you can collect bonus points and extra lives. The levels are in a sidescrolling format, unlike the point and click format of The Neverhood.

Throughout each of the levels, you can collect clay balls to earn points and an extra life and several bosses are stationed throughout the game to be defeated. The game was noted for being hard to complete[1], but the game's password feature keeps things from being unreasonably difficult.

Levels

  1. Skullmonkey Gate (Bonus)
  2. Science Center
  3. Monkey Shrines
  4. Amazing Drivy Finn (Bonus)
  5. Shriney Guard (Boss)
  6. Hard Boiler
  7. Sno
  8. SkullMonkeys Brand HotDogs
  9. Joe-Head-Joe (Boss)
  10. Elevated Structure of Terror
  11. Ynt Death Garden
  12. Ynt Weeds
  13. Ynt Mines
  14. Ynt Eggs
  15. Glenn Yntis (Boss)
  16. Monk Rushmore
  17. 1970s (Bonus)
  18. Soar Head
  19. Shards
  20. Castle de Los Muertos
  21. Monkey Mage (Boss)
  22. Incredible Drivy Runn
  23. Worm Graveyard
  24. Klogg (Boss)
  25. Evil Engine No. 9

Enemies and bosses

  • Clay Keeper
  • Loud Mouths
  • Mental Monkey
  • Robot Hover Monkey
  • Tempest Pulsating Monkey
  • Head Shooter Monkey
  • Jumpy the Gorilla
  • Barking Bird
  • Triple Laser Butt Bouncer Monkey
  • Egg-Beater
  • JX1137 Test Pilot
  • El Barfo
  • Screaming Inferno
  • Castle Trooper
  • Super Bomber Monk
  • Flappers
  • Sno-Blo
  • Pop-Corn Skulls
  • Pipe Cleaners
  • Fork Shooter Monkey
  • Worker Ynt
  • Flying Ynt Centurion
  • Swarm-o-Ynts
  • Evil Engine Royal Guard
  • Water Mines
  • Shriney Guard
  • Joe-Head-Joe
  • Glenn Yntis
  • Monkey Mage
  • Klogg / Kloggmonkey
  • Evil Engine #9

Characters only in the videos

  • Dark Monkey
  • HuntMonkey
  • Assistant of the HuntMonkey
  • Victoid
  • Hungry Blue Ynt Centurion
  • Slappy the Hamster
  • Singing Monkey

Power-ups

  • Clay ball – Klaymen gets a bonus life by collecting a hundred clay balls.
  • Ma Bird – Klaymen can activate these checkpoints by jumping on them.
  • Bullet – Klaymen shoots enemies with these.
  • Halos – These protect Klaymen from being hit once.
  • Present ball – Contains any items once you bounce on it;
  • Head of Klaymen – Extra life;
  • Phart head – Klaymen can create a green gas clone of himself.
  • Phoenix hand – These homing missiles destroy enemies.
  • Slappy the hamster – These power-ups act as rings that defend Klaymen from attacks.
  • Glidey bird – Glidey can help Klaymen fall more slowly.
  • Universe enema – Klaymen shouts "Univerrrrse enemaaaaaaa!" as he unleashes energy that nukes all on-screen enemies.
  • Super Willie – These Willies grab items that Klaymen can't reach.
  • 1970s Icon – Klaymen can collect three of these in order to go to the 1970s level.
  • Swirly Q – Klaymen must collect three of these in order to enter a bonus level.

Reception

The game was widely praised for its graphics, music, sound, and humor. Many video game websites panned it for its difficulty and technical problems which affected its playability, though some video game critics compared the game favorably to other successful platform games such as Earthworm Jim or the number of successful platform games produced by Virgin Software.

References

  1. ^ Dulin, Ron. "What is most frustrating about Skullmonkeys is that it just wears you down after a while." GameSpot, Jan. 31, 1998. Accessed February 22, 2008.

External links


 
 
Learn More
Imaginarium: Songs from the Neverhood
The Neverhood
Stephen Crow (game programmer)

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