Follow TV Tropes

Following

History VideoGame / OneHundredAndForty

Go To

OR

Is there an issue? Send a MessageReason:
None


''140'' is a [[PlatformGame platforming game]] with MusicalGameplay elements, developed by Jeppe Carlsen (the lead gameplay designer of ''VideoGame/{{Limbo}}'') and released on October 16th, 2013 on [[UsefulNotes/IBMPersonalComputer PC]], before getting ported to UsefulNotes/Playstation4, UsefulNotes/XboxOne and UsefulNotes/WiiU around September 2016.

to:


''140'' is a [[PlatformGame platforming game]] with MusicalGameplay elements, developed by Jeppe Carlsen (the lead gameplay designer of ''VideoGame/{{Limbo}}'') and released on October 16th, 2013 on [[UsefulNotes/IBMPersonalComputer [[Platform/IBMPersonalComputer PC]], before getting ported to UsefulNotes/Playstation4, UsefulNotes/XboxOne Platform/PlayStation4, Platform/XboxOne and UsefulNotes/WiiU Platform/WiiU around September 2016.
Is there an issue? Send a MessageReason:
Dark World levels are also known as "mirrored levels"


* DeathIsASlapOnTheWrist: Played straight on the normal levels, where you are not set back by much. Beating the entire game unlocks the Dark World levels, however, where a single death instantly sends you back to the hub.

to:

* DeathIsASlapOnTheWrist: Played straight on the normal levels, where you are not set back by much. Beating the entire game unlocks the Dark World (or Mirrored) levels, however, where a single death instantly sends you back to the hub.
Is there an issue? Send a MessageReason:
None


!! Tropes present in 140:

to:

!! Tropes present in 140:''140'':



* DeathIsASlapOnTheWrist: Played straight on the normal levels, where you not set back by much. Beating the entire game unlocks the Dark World levels, however, where a single death instantly sends you back to the hub.

to:

* DeathIsASlapOnTheWrist: Played straight on the normal levels, where you are not set back by much. Beating the entire game unlocks the Dark World levels, however, where a single death instantly sends you back to the hub.
Is there an issue? Send a MessageReason:
Removed for consistency


The game epitomizes minimalism - excluding the mirror levels, it only has four levels that are composed of primary shapes and colors, capped off by four boss stages that can also be tackled separately. Even the player character is also represented by three primary shapes - square when immobile, circle while "walking", and triangle when jumping. It's also important to move in tune with each level's theme, as many of the platforms and obstacles are synced to it.

to:

The game epitomizes minimalism - excluding the mirror levels, it only has four levels that are composed of primary shapes and colors, capped off by four boss stages that can also be tackled separately. Even the player character is also represented by three primary shapes - square when immobile, circle while "walking", and triangle when jumping. It's also important to move in tune with each level's theme, as many of the platforms and obstacles are synced to it.
Is there an issue? Send a MessageReason:
Gave this page an update. If you're reading this and you own the game, go check out the fourth level!


The game epitomizes minimalism - it only has three levels that are composed of primary shapes and colors, capped off by three boss stages that can also be tackled separately. Even the player character is also represented by three primary shapes - square when immobile, circle while "walking", and triangle when jumping. It's also important to move in tune with each level's theme, as many of the platforms and obstacles are synced to it.

to:

The game epitomizes minimalism - excluding the mirror levels, it only has three four levels that are composed of primary shapes and colors, capped off by three four boss stages that can also be tackled separately. Even the player character is also represented by three primary shapes - square when immobile, circle while "walking", and triangle when jumping. It's also important to move in tune with each level's theme, as many of the platforms and obstacles are synced to it.

Changed: 49

Is there an issue? Send a MessageReason:
None


''140'' is a RhythmGame [[PlatformGame platformer]], developed by Jeppe Carlsen (the lead gameplay designer of ''VideoGame/{{Limbo}}'') and released on October 16th, 2013 on [[UsefulNotes/IBMPersonalComputer PC]], before getting ported to UsefulNotes/Playstation4, UsefulNotes/XboxOne and UsefulNotes/WiiU around September 2016.

to:

''140'' is a RhythmGame [[PlatformGame platformer]], platforming game]] with MusicalGameplay elements, developed by Jeppe Carlsen (the lead gameplay designer of ''VideoGame/{{Limbo}}'') and released on October 16th, 2013 on [[UsefulNotes/IBMPersonalComputer PC]], before getting ported to UsefulNotes/Playstation4, UsefulNotes/XboxOne and UsefulNotes/WiiU around September 2016.

Added: 2462

Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/140.png]]
''140'' is a RhythmGame [[PlatformGame platformer]], developed by Jeppe Carlsen (the lead gameplay designer of ''VideoGame/{{Limbo}}'') and released on October 16th, 2013 on [[UsefulNotes/IBMPersonalComputer PC]], before getting ported to UsefulNotes/Playstation4, UsefulNotes/XboxOne and UsefulNotes/WiiU around September 2016.

The game epitomizes minimalism - it only has three levels that are composed of primary shapes and colors, capped off by three boss stages that can also be tackled separately. Even the player character is also represented by three primary shapes - square when immobile, circle while "walking", and triangle when jumping. It's also important to move in tune with each level's theme, as many of the platforms and obstacles are synced to it.

!! Tropes present in 140:
* AsteroidsMonster: The first static distortion boss splits after getting hit. The two halves can then split again, and again, but then are reduced to a bunch of the same static circles they just fired at you.
* BottomlessPits: A frequent obstacle on all of the levels.
* DeadlyWalls: Blocks of static distortion instantly kill the player character upon contact.
* DeathIsASlapOnTheWrist: Played straight on the normal levels, where you not set back by much. Beating the entire game unlocks the Dark World levels, however, where a single death instantly sends you back to the hub.
* HubLevel: You select which one of the three levels and their boss stages to tackle through one.
* NoPlotNoProblem: There's absolutely no text, narration, or anything else of the kind.
* OneHitpointWonder: Hitting any obstacle will instantly kill the player character.
* PuzzleBoss: The third boss battle is practically a turret section, where the player character is immobile in the center and moves a triangle around the sides of the square containing them instead in order to fire. The boss itself appears as triangles of static on the sides of the square - you need to quickly locate the one triangle that has its point turned towards you and shoot it so that it flips to an "away" position like the rest, before the beat comes in and the triangles start moving in whatever direction they are turned.
* SpreadShot: The first of the static distortion bosses hovers in mid-air and fires a spread of small static circles downwards.
* TemporaryPlatform: Some of the platforms appear and disappear in sync with the beat.
----

Top