Post-Apocalypse

Post-Apocalypse

Wednesday, August 6, 2014

The Purity of 1001 Spikes

1001 Spikes is a game of rigorous trial and error platforming. What sets 1001 Spikes apart from mainstream platformers is just how hard it is to learn and react to the rules guiding the enemy, projectile, and spike behaviors. Stepping on a block could activate a retracted spike or cause the block to crack (signaling a pifall). These world behaviors happen quickly with bottomless pits and spike floors surrounding the player. Any mistake in judgement or reaction will lead the player to a quick death. The player must navigate each level to collect the key to the exit and then continue through the level to reach the exit. That is 1001 Spikes in all it’s masochistic hours of play. It boils down to trying over and over to memorize each obstacle/enemy/world behavior and reacting appropriately. And you have 1001 lives to learn them all and beat the game.

The player can perform a low jump, high jump, and throw a dagger. Performing the low jump allows the player to travel farther horizontally while the high jump allows the player to cover more vertical space. The developers designed the levels around these two jumps in order to maintain the usefulness of both. Neither falls to preference as the level design alternates.  Some sections have a low ceiling, requiring a low jump to both clear obstacles and avoid the ceiling. Jumping into the ceiling reduces the horizontal distance one can jump as a penalty. Levels also require the player to scale vertically or hop over several enemies. The dagger allows the player to break away false walls, attack enemies, and trigger switches. Each tool becomes an essential part of the player’s repertoire.

One challenge involves fast moving boulders that flow from dispensers. The player can short jump over each one. The hook is that the boulders can come in sets of three with a small gap in time before the new set rolls out. Counting sets also comes into play when navigating between boulders to acquire the key to unlock the doors. One such level contains several skinny platforms over an abyss with the key over the rightmost platform that sinks when the player steps on it. The player has to keep count of the sets of boulders, making sure to hop over each one, reach the key, and jump back to the stable platform all while avoiding the boulders. One only has enough room to reach the stable platform if they jump back during the small gap in between deployment of the new set of boulders. This small detail in the behavior of the boulders allows the player to advance. The designers use these small details of behavior and the slight room for error as the guiding principle for every challenge in the game.

Players must also focus on the small details of each sprite. Pitfalls regularly occur throughout the game as well as faulty moving platforms that will break and fall. Many are clearly marked by cracks in their art. Other times, the player must be acutely aware of the auditory cue that the ground is about to fall and plummet them to yet another death. Steadfast awareness and reaction time are the player’s best friends. Some levels even feature long sections of spikes that alternate between 1.5 second protracted and retracted states. An auditory cue signals to the player to perform a high jump to clear the spikes. Once back on the ground, the player can continue advancing.

The game’s rigor tends to make it unfair. It is a masochistic platformer in the same vein as Super Meat Boy or the Japanese version of Super Mario 2. Like Meat Boy, the game’s abundance of respawns allows it to throw out ridiculous amounts of difficulty towards players who have honed their platforming skills in the past decade or two. But whereas Meat Boy gave the player infinite lives, here the player has 1001. That may sound like a lot, but this is one of the most trial and error fueled games I have ever played.

It was not uncommon during my playthrough to die over 150 times on a single level (An in-game stat system keeps track). The pinpoint accuracy required for the levels, especially the ones in the back half of the game, becomes maddening. Not because it requires the player to perform well, but because of how the Game Over system works. Once the player burns through all their lives, the game forces you to watch an unskippable 20-second game over screen with maddeningly slow text scroll. Then it respawns the player with 3 lives. 3 lives that will soon be lost and beckon the return of the 20 second game over screen. The taunting impedes the flow of the game and keeps the player from immediately experimenting with new ways to traverse the levels and clear obstacles. The only remedy is to suffer through the constant game over’s until one completes a world on the map, thus granting the player several hundred lives.

The combination of all these elements reaches fervor in the back half of the game. Sound cues for impeding protracted spikes, bouncing platforms with two different alternating jump archs, 2 or more dagger throwing blocks on different timers, all requiring the player to constantly try over and over to master timing, memory, and execution.

A player must perform at their best to succeed, lest they wish to beckon the return of the Game Over screen. The level navigation is sublime and incentivizes the player to discover hidden pathways behind breakable blocks. The player must constantly scour the board for shortcuts, firing a dagger into each one to get around difficult sections. These shortcuts are a way for the player to minimize risk as they continue their trial and error adventure. Searching for one of the thirty hidden collectables behind breakaway blocks elicits a great sense of discovery.


Bennet Foddy, creator of QWOP, called the game “too pure.” His statement is perhaps the best lens to view the game. Although Foddy’s comment is rather amorphous and abstract, purity is the ideal achieved with the gameplay of 1001 Spikes. It’s expectations, level design, and obstacle behavior all demand perfection. The trial and error masochistic platforming is well designed and innately unfair. One has to try over and over to beat a level. I have been playing platformers since I was 4. I died anywhere from 20 times to 190 times depending on the level. The game’s challenge keeps me interested as it throws new obstacles at me. Although the Game Over system is a stupid penalty and the trial and error gameplay can be maddeningly unfair, the sublime bliss of the game’s positives greatly outweigh any negatives.