20150410:
Whoa, this platformer was pretty fun. With a bit of rhythm involved, this game was different from the traditional platformer. I guess it's important to mention that the game is less like a puzzle platformer, and more like a rhythm platformer.
While Rush Bros. is also a rhythm platformer, Rush Bros. adjusted the platforming elements to the music and placed the player's focus on beating a stage quickly. In contrast, 140 focuses on fixing the rhythm elements and the player's goal is to survive from checkpoint to checkpoint.
Fortunately, there were always checkpoints after every difficult section.
Speaking of which, the checkpoints remind me of a puzzle platformer called Defy Grafity. 140 is more like Defy Gravity than Rush, except 140 is less of a puzzle platformer than Defy Gravity.
[20150410][20170313 Edit]
20150416:
Today I had to replay the second level because I didn't beat it the first time.
Then I played and finished the third level. The final stage of the "boss" of the third level was hard. But eventually, through a combination of strategy and luck, I figured out a good pattern: start the square with across (on the beat cycle where you do a 180 turn); from here there are seven cycles and I just know I had to be in front, front, across, front, front, front, and across to win.
In hindsight, I could deduce the following:
Cycle one: We turn 90 clockwise. So the triangle goes 90 clockwise.
Cycle two: We turn 180 clockwise. So the triangle goes 180 clockwise/counterclockwise (but I recall counterclockwise)
Cycle three: We turn 90 clockwise. So the triangle goes 90 counterclockwise.
Cycle four: We turn 180 clockwise. So the triangle goes 180 clockwise/counterclockwise.
Cycle five: We turn 90 clockwise. So the triangle goes 90 clockwise.
Cycle six: We turn 180 clockwise. SO the triangle goes 180 clockwise/counterclockwise.
Cycle seven: We turn 90 clockwise. So the triangle goes 90 counterclockwise.
Overall, 140 was a fun rhythm platformer. Of course, the game was fun in part because the music was well done. Perhaps the only negative aspect is that the game can be frustrating. I, however, would classify that characteristic as part of the game's value.
While beating three stages was the entire game, there were three more orbs on the right side. My guess was that they're somehow similar to the first three stages, but with some twists which would make them more difficult.
[20150416][20170313 Edit]
140 (PC) (2013)
Relevant Links:
140 Webpage
140 (PC) (MetaCritic.com)
140 (Steam Store Page)
140 (video game) (Wikipedia.org)
Whoa, this platformer was pretty fun. With a bit of rhythm involved, this game was different from the traditional platformer. I guess it's important to mention that the game is less like a puzzle platformer, and more like a rhythm platformer.
While Rush Bros. is also a rhythm platformer, Rush Bros. adjusted the platforming elements to the music and placed the player's focus on beating a stage quickly. In contrast, 140 focuses on fixing the rhythm elements and the player's goal is to survive from checkpoint to checkpoint.
Fortunately, there were always checkpoints after every difficult section.
Speaking of which, the checkpoints remind me of a puzzle platformer called Defy Grafity. 140 is more like Defy Gravity than Rush, except 140 is less of a puzzle platformer than Defy Gravity.
[20150410][20170313 Edit]
20150416:
Today I had to replay the second level because I didn't beat it the first time.
Then I played and finished the third level. The final stage of the "boss" of the third level was hard. But eventually, through a combination of strategy and luck, I figured out a good pattern: start the square with across (on the beat cycle where you do a 180 turn); from here there are seven cycles and I just know I had to be in front, front, across, front, front, front, and across to win.
In hindsight, I could deduce the following:
Cycle one: We turn 90 clockwise. So the triangle goes 90 clockwise.
Cycle two: We turn 180 clockwise. So the triangle goes 180 clockwise/counterclockwise (but I recall counterclockwise)
Cycle three: We turn 90 clockwise. So the triangle goes 90 counterclockwise.
Cycle four: We turn 180 clockwise. So the triangle goes 180 clockwise/counterclockwise.
Cycle five: We turn 90 clockwise. So the triangle goes 90 clockwise.
Cycle six: We turn 180 clockwise. SO the triangle goes 180 clockwise/counterclockwise.
Cycle seven: We turn 90 clockwise. So the triangle goes 90 counterclockwise.
Overall, 140 was a fun rhythm platformer. Of course, the game was fun in part because the music was well done. Perhaps the only negative aspect is that the game can be frustrating. I, however, would classify that characteristic as part of the game's value.
While beating three stages was the entire game, there were three more orbs on the right side. My guess was that they're somehow similar to the first three stages, but with some twists which would make them more difficult.
[20150416][20170313 Edit]
140 (PC) (2013)
Relevant Links:
140 Webpage
140 (PC) (MetaCritic.com)
140 (Steam Store Page)
140 (video game) (Wikipedia.org)
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