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1001 Spikes System Requirements

1001 Spikes System Requirements

Can I Run 1001 Spikes

Release Date: 03/06/2014

Minimum Requirements
Intel CPU Intel Core2 Duo T6400 @ 2.00GHz
Amd CPU AMD Athlon 64 X2 Dual Core 5600+
NVidia GPU GeForce 6200
Radeon GPU RADEON 9600 PRO Family
Ram 2
HDD 256
Directx Directx
DedicatedVideoRam 1
PixelShader 2.0
VertexShader 2.0
OS Windows XP
Maximum Requirements
Intel CPU Intel Core2 Duo P8600 @ 2.40GHz
Amd CPU AMD Athlon 64 X2 Dual Core 5600+
NVidia GPU GeForce GTS 250
Radeon GPU Radeon HD 4650
Ram 4
HDD 256
Directx Directx
DedicatedVideoRam 2
PixelShader 4.0
VertexShader 4.0
OS Windows Vista
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Check the 1001 Spikes system requirements. Can I Run it ? Test your specs and rate your gaming PC 1001 Spikes Minimum requirements, 1001 Spikes can you run it

Check the 1001 Spikes system requirements. Can I Run it ? Test your specs and rate your gaming PC
1001 Spikes Minimum requirements, 1001 Spikes can you run it

Are you impatient? Easily frustrated? 1001 Spikes is not for you. An uncompromisingly difficult throwback to 8-bit platformers, 1001 Spikes looks like an NES game and feels like being repeatedly kicked in the teeth. As Indiana Jones-alike Aban Hawkins, you've got 1,001 lives to spend delving through an ancient, trap-filled temple – and you'll likely need every last one of them (and more) if you plan to make it to the end. It's a trip worth taking, as the retro aesthetic hides a huge assortment of inventive challenges made more fun and interesting by the precision it takes to overcome them – but it's a brutal one.


Death comes quickly and frequently, often from places that looked safe seconds before; you might finally make it past a seemingly impassable gauntlet of spike traps and dart-blowing statues after 50 attempts, for example, only to be crushed by a surprise falling block just inches from the exit. 1001 Spikes loves to play tricks like that – and it has no mid-level checkpoints, so slip-ups get you thrown back to the start to attempt all their challenges again. And forget about relying on past experience to get you through new obstacles, because each level is a uniquely shaped gem of absurd difficulty, each hidden trap has a distinct behavior, and some challenges can take hundreds of attempts to squeeze past successfully.

For all its toughness, however, 1001 Spikes' clever design – which forced me to continually re-think my approach while keeping victory tantalizingly just out of reach – always kept me going for just one more try. (Actually, dozens of tries.) In each level, I experienced three distinct phases: Immediate dread at the sight of corridors lined with rolling boulders, leaping scorpions, or spinning blades; death-filled experimentation as I found a path through them; and endless repetition of the same carefully timed leaps, high jumps, and knife throws so that I could repeat phases one and two while dealing with whatever fresh hell waited in the next part of the level.

Things that seemed impossible at first became routine and encoded into muscle memory after 10 or so deaths, and it rarely took very long to figure out what I needed to do. Nailing the timing and precision needed to actually do it was an uphill battle, of course, but part of what makes 1001 Spikes so addictive is that once a solution becomes clear, finishing the level becomes irresistible – and if you can pull it off, it's because you mastered that thing. You own it. And for me, the palpable sense of accomplishment and relief that came with actually completing a level was always enough to make me push ahead into the next one. As a helpful talking mouse at the beginning says, "the harder the journey, the greater the joy of success."


If you're especially frustrated with a given level, 1001 Spikes has a very non-old-school feature: you can elect to simply skip ahead to the next one. This may seem self-defeating, but the feature is clearly meant for beginners, with the catch being that skipping levels locks off the final stages of the Ukampa Temple – and, in turn, the entire second half of the campaign, during which the level-skip feature is disabled. Only by going back and repeating the unfinished levels can you hope to forge ahead; fortunately, you can freely revisit them from the world map.

There's more to 1001 Spikes than the 61 brilliantly grueling levels in its story mode – which, by the way, can be played in co-op with a friend. It’s something that doesn't necessarily make them any easier, but does make them more fun. Collecting the gold skulls hidden in each level unlocks a host of bonuses, including new playable characters assembled from other indie games. Using them lets you take advantage of new abilities — Tempura of the Dead's President Thompson has a double-jump and a submachine gun, for example, while Aban's sister Tina can cling to walls — but they each have to start a separate campaign from the beginning, which limits their campaign usefulness to making repeat playthroughs more interesting. They're great in the arcade modes, though, which let up to four (local-only) players compete to collect coins (which can buy even more extras from an unlockable shop). The first mode, a chaotic, Smash Bros.-style smack-'em-up called The Golden Vase, lets players compete to beat coins out of the titular magic urn, is open from the start, and it's fun for a few minutes at a stretch. The unlockable modes – "The Tower of Nannar" and "The Lost Levels" – are a bit more interesting, delivering mini-campaigns with new levels that are perfectly playable solo, but more enjoyable with friends along.

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