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* KilledOffForReal: [[spoiler: Klogg]]. Just to drive the point home, they sing a song about it!

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* InterfaceSpoiler: You're told how many worlds you've covered and how many are left when you transfer from one to the next. It's how you'll know there's still more game to complete after [[spoiler:you defeat Klogg]]. Played with, however, in that the game actually skips over the ''first'' world, and doesn't count it as one of the 17.
* KilledOffForReal: [[spoiler: Klogg]].[[spoiler:Klogg]]. Just to drive the point home, they sing a song about it!
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* {{Fartillery}}: Klaymen manages to defeat a big, scary Skullmonkey that was hunting him by farting on its head, resulting in it melting. With the Phart Head power-up, he can also create a doppelganger that can scout ahead and take out dangerous enemies without posing any risk to himself.


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* HardLevelsEasyBosses: The levels are hellishly difficult what with you being a OneHitPointWonder and them filled with bottomless pits, tricky jumps, and enemies you can't always kill through conventional means. Bosses, on the other hand, are ridiculously easy, with predictable patterns and easy-to-avoid attacks.
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* CuttingOffTheBranches: As Willie Trombone is alive, and further, Klogg has ended up on another planet, the good ending to The Neverhood must have been the canonical one.
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-->''There are no monsters here -- hey, wait, look over there...'' '''[LOUD DISTORTED GUITAR NOISES]'''\\

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-->''There are no monsters here -- hey, wait, look over there...'' '''[LOUD DISTORTED GUITAR NOISES]'''\\NOISES ACCOMPANIED BY PAINED SCREAMS]'''\\



* MultipleEndings: In order to get the ending with the [[spoiler:Klogg Is Dead song]], the player is obliged to collect every Swirly Qs on all levels possible, along with three 1970 icons. And even it isn't immune from exploiting the game the unusual way, because [[spoiler:the game clearly starts at the second world, while the first one, ''The Skullmonkeys Gate'' is accessible [[GuideDangIt only and only through the passwords.]]]]

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* MultipleEndings: In order to get the ending with the [[spoiler:Klogg Is Dead song]], the player is obliged to collect every Swirly Qs on all levels possible, along with three 1970 icons. And even it isn't immune from exploiting the game the unusual way, because [[spoiler:the game clearly starts at the second world, while the first one, ''The Skullmonkeys Gate'' is accessible [[GuideDangIt only and only through the passwords.]]]]



* SoundtrackDissonance: Castle de Los Muertos, which is so dark you can barely see anything, to begin with. Along with the creepy red-white-black color scheme which this world doesn't discard until Monkey Mage shows up, the local architecture isn't child friendly either. At the same time, [[http://www.youtube.com/watch?v=Uw4UuhuqoFA its' ingame soundtrack]] is about - surprise, surprise! - ''chilly food''! Perhaps, the only thing which keeps the music consistent to the stage is that Castle de Los Muertos heavily relies on its' roller coaster-like platform rides.

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* SoundtrackDissonance: Castle de Los Muertos, which is so dark you can barely see anything, to begin with. Along with the creepy red-white-black color scheme which this world doesn't discard until Monkey Mage shows up, the local architecture isn't child friendly either. At the same time, [[http://www.youtube.com/watch?v=Uw4UuhuqoFA its' ingame soundtrack]] is about - surprise, surprise! - ''chilly food''! Perhaps, the only thing which keeps the music consistent to the stage is that Castle de Los Muertos heavily relies on its' roller coaster-like platform rides.''mexican food''!
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* ToiletHumor: The "Beans" cutscene, complete with comedic song.

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* ToiletHumor: The "Beans" "[[https://www.youtube.com/watch?v=ozqdqnyusjw Beans]]" cutscene, complete with comedic song.
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* ToiletHumor: The "Beans" cutscene, complete with comedic song.
-->Beans, beans, the musical fruit, the more you eat, the more you toot. The more you toot, the better you feel. Let's have beans for every meal!
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''Skullmonkeys'' is The Neverhood's claymation sequel to their eponymous game, released by Electronic Arts exclusively for the PlayStation in 1998. It's not an AdventureGame anymore, though: now it's being a PlatformGame done in aesthetics and wackiness closer to the original ''VideoGame/TheNeverhood'' and slightly to ''VideoGame/EarthwormJim'', only with [[NintendoHard buffed-up difficulty]], more areas to explore and less gameplay differences between each level (which also counts for {{Unexpected Gameplay Change}}s too): the whole thing relies on platforming, running and stomping the foe apes more than it does on shooting and carrying/escorting stuff from one point to another. It doesn't include a huge variety of powerups or stage hazards other than enemies and spikes, though, so what really makes ''Skullmonkeys'' challenging is its pretty ''hellish'' level design, which requires medium to little reaction time from the player to get on with.

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''Skullmonkeys'' is The Neverhood's claymation sequel to their eponymous game, released by Electronic Arts exclusively for the PlayStation UsefulNotes/PlayStation in 1998. It's not an AdventureGame anymore, though: now it's being a PlatformGame done in aesthetics and wackiness closer to the original ''VideoGame/TheNeverhood'' and slightly to ''VideoGame/EarthwormJim'', only with [[NintendoHard buffed-up difficulty]], more areas to explore and less gameplay differences between each level (which also counts for {{Unexpected Gameplay Change}}s too): the whole thing relies on platforming, running and stomping the foe apes more than it does on shooting and carrying/escorting stuff from one point to another. It doesn't include a huge variety of powerups or stage hazards other than enemies and spikes, though, so what really makes ''Skullmonkeys'' challenging is its pretty ''hellish'' level design, which requires medium to little reaction time from the player to get on with.
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* AscendedExtra: The Skullmonkeys were first mentioned in ''VideoGame/TheNeverhood'''s lengthy Hall of Records before showing up here in the clay.
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The game itself turned out to be the last Neverhood installment to be officially released by TenNapel and his crew, bringing the entire series into stagnation. Until, that is, the announcement of its' SpiritualSuccessor: ''Armikrog''.

to:

The game itself turned out to be the last Neverhood installment to be officially released by TenNapel and his crew, bringing the entire series into stagnation. Until, that is, the announcement of its' its SpiritualSuccessor: ''Armikrog''.
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''Skullmonkeys'' is The Neverhood's claymation sequel to their eponymous game, released by Electronic Arts exclusively for the PlayStation in 1998. It's not an AdventureGame anymore, though: now it's being a PlatformGame done in aesthetics and wackiness closer to the original ''VideoGame/TheNeverhood'' and slightly to ''VideoGame/EarthwormJim'', only with [[NintendoHard buffed-up difficulty]], more areas to explore and less gameplay differences between each level (which also counts for {{Unexpected Gameplay Change}}s too): the whole thing relies on platforming, running and stomping the foe apes more than it does on shooting and carrying/escorting stuff from one point to another. It doesn't include a huge variety of powerups or stage hazards other than enemies and spikes, though, so what really makes ''Skullmonkeys'' challenging is its' pretty ''hellish'' level design, which requires medium to little reaction time from the player to get on with.

to:

''Skullmonkeys'' is The Neverhood's claymation sequel to their eponymous game, released by Electronic Arts exclusively for the PlayStation in 1998. It's not an AdventureGame anymore, though: now it's being a PlatformGame done in aesthetics and wackiness closer to the original ''VideoGame/TheNeverhood'' and slightly to ''VideoGame/EarthwormJim'', only with [[NintendoHard buffed-up difficulty]], more areas to explore and less gameplay differences between each level (which also counts for {{Unexpected Gameplay Change}}s too): the whole thing relies on platforming, running and stomping the foe apes more than it does on shooting and carrying/escorting stuff from one point to another. It doesn't include a huge variety of powerups or stage hazards other than enemies and spikes, though, so what really makes ''Skullmonkeys'' challenging is its' its pretty ''hellish'' level design, which requires medium to little reaction time from the player to get on with.
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** [[spoiler: ReallyDeadMontage]]: a [[BlackComedy humorous take on it]].
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The game itself turned out to be the last Neverhood installment to be officially released by TenNapel and his crew, bringing the entire series into stagnation, not at least until the announcement of its' SpiritualSuccessor, ''Armikrog''.

to:

The game itself turned out to be the last Neverhood installment to be officially released by TenNapel and his crew, bringing the entire series into stagnation, not at least until stagnation. Until, that is, the announcement of its' SpiritualSuccessor, SpiritualSuccessor: ''Armikrog''.
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The aforementioned villain returns as Kloggmonkey, the self-proclaimed ruler of all Skullmonkeys on planet IDZNAK, [[PaperThinDisguise wearing merely a skull and a monkey skin]] and wearing out [[ThePlan a pretty simple plan]] to bring revenge to The Neverhood: force his newly-acquired minions to build the so-called Evil Engine Number Nine. One of the Skullmonkeys, Jerry'O, however, being much more intelligent than the rest of his kind, becomes the evidence of how Klogg actually become the king, and, in a desperate hope to save his world, uses a flying bird machine to summon Klaymen...

Who doesn't even know what's going on here.

to:

The aforementioned villain returns as Kloggmonkey, the self-proclaimed and proclaims himself ruler of all Skullmonkeys on planet IDZNAK, IDZNAK [[PaperThinDisguise simply by wearing merely a skull and a monkey skin]] and wearing out skin]]. He then forms [[ThePlan a pretty simple plan]] to bring take revenge to The Neverhood: force his newly-acquired minions to build the so-called Evil Engine Number Nine. One of the Skullmonkeys, Jerry'O, however, being much more intelligent than the rest of his kind, becomes the evidence of how Klogg actually become the king, and, in is unswayed by Klogg's lies. In a desperate hope bid to save his world, Jerry'O uses a flying bird machine to summon Klaymen...

Klaymen...

...
Who doesn't even know has no idea what's going on here.
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''Skullmonkeys'' is The Neverhood's claymation sequel to their eponymous game, released by Electronic Arts exclusively for the PlayStation in 1998. It's not an AdventureGame anymore, though: now it's being a PlatformGame done in aesthetics and wackiness closer to the original ''VideoGame/TheNeverhood'' and slightly to ''VideoGame/EarthwormJim'', only with [[NintendoHard buffed-up difficulty]], more areas to explore and less gameplay differences between each level (which also counts for {{Unexpected Gameplay Change}}s too): the whole thing relies on platforming, running and stomping the enemy Skullmonkeys more than it does on shooting and carrying/escorting stuff from one point to another. It doesn't include a huge variety of powerups or stage hazards other than enemies and spikes, though, so what really makes ''Skullmonkeys'' challenging is its' pretty ''hellish'' level design, which requires medium to little reaction time from the player to get on with.

to:

''Skullmonkeys'' is The Neverhood's claymation sequel to their eponymous game, released by Electronic Arts exclusively for the PlayStation in 1998. It's not an AdventureGame anymore, though: now it's being a PlatformGame done in aesthetics and wackiness closer to the original ''VideoGame/TheNeverhood'' and slightly to ''VideoGame/EarthwormJim'', only with [[NintendoHard buffed-up difficulty]], more areas to explore and less gameplay differences between each level (which also counts for {{Unexpected Gameplay Change}}s too): the whole thing relies on platforming, running and stomping the enemy Skullmonkeys foe apes more than it does on shooting and carrying/escorting stuff from one point to another. It doesn't include a huge variety of powerups or stage hazards other than enemies and spikes, though, so what really makes ''Skullmonkeys'' challenging is its' pretty ''hellish'' level design, which requires medium to little reaction time from the player to get on with.
Is there an issue? Send a MessageReason:
None


''Skullmonkeys'' is The Neverhood's claymation sequel to their eponymous game, released by Electronic Arts exclusively for the PlayStation in 1998. It's not an AdventureGame anymore, though: now it's being a PlatformGame done in aesthetics and wackiness closer to the original ''VideoGame/TheNeverhood'' and slightly to ''VideoGame/EarthwormJim'', only with [[NintendoHard buffed-up difficulty]], more areas to explore and less gameplay differences between each level (which also counts for UnexpectedGameplayChanges too): the whole thing relies on platforming, running and stomping the enemy Skullmonkeys more than it does on shooting and carrying/escorting stuff from one point to another. It doesn't include a huge variety of powerups or stage hazards other than enemies and spikes, though, so what really makes ''Skullmonkeys'' challenging is its' pretty ''hellish'' level design, which requires medium to little reaction time from the player to get on with.

The game itself turned out to be the last Neverhood installment to be officially released by TenNapel and his crew, bringing the entire series into stagnation, not at least until the announcement of its' SpiritualSuccesor, ''Armikrog''.

to:

''Skullmonkeys'' is The Neverhood's claymation sequel to their eponymous game, released by Electronic Arts exclusively for the PlayStation in 1998. It's not an AdventureGame anymore, though: now it's being a PlatformGame done in aesthetics and wackiness closer to the original ''VideoGame/TheNeverhood'' and slightly to ''VideoGame/EarthwormJim'', only with [[NintendoHard buffed-up difficulty]], more areas to explore and less gameplay differences between each level (which also counts for UnexpectedGameplayChanges {{Unexpected Gameplay Change}}s too): the whole thing relies on platforming, running and stomping the enemy Skullmonkeys more than it does on shooting and carrying/escorting stuff from one point to another. It doesn't include a huge variety of powerups or stage hazards other than enemies and spikes, though, so what really makes ''Skullmonkeys'' challenging is its' pretty ''hellish'' level design, which requires medium to little reaction time from the player to get on with.

The game itself turned out to be the last Neverhood installment to be officially released by TenNapel and his crew, bringing the entire series into stagnation, not at least until the announcement of its' SpiritualSuccesor, SpiritualSuccessor, ''Armikrog''.

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[[caption-width-right:320:A ''baaad'' man, fell from the sky...]]

''Skullmonkeys'' is The Neverhood's claymation sequel to their eponymous game, released exclusively for the PlayStation in 1998. Unlike its predecessor ''VideoGame/TheNeverhood'', ''Skullmonkeys'' is a PlatformGame in the goofy style of DougTenNapel's earlier ''VideoGame/EarthwormJim''.

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[[caption-width-right:320:A
--> A
''baaad'' man, fell from the sky...]]

sky...
----> '''Jerry'O'''

Remember Klogg being thrown into space after the events of ''[[VideoGame/TheNeverhood Neverhood]]''? You think he'd be lost forever, floating around the orbits of unknown planets and not harming anyone?

You've almost got it right. ''Almost.''

The aforementioned villain returns as Kloggmonkey, the self-proclaimed ruler of all Skullmonkeys on planet IDZNAK, [[PaperThinDisguise wearing merely a skull and a monkey skin]] and wearing out [[ThePlan a pretty simple plan]] to bring revenge to The Neverhood: force his newly-acquired minions to build the so-called Evil Engine Number Nine. One of the Skullmonkeys, Jerry'O, however, being much more intelligent than the rest of his kind, becomes the evidence of how Klogg actually become the king, and, in a desperate hope to save his world, uses a flying bird machine to summon Klaymen...

Who doesn't even know what's going on here.

''Skullmonkeys'' is The Neverhood's claymation sequel to their eponymous game, released by Electronic Arts exclusively for the PlayStation in 1998. Unlike its predecessor ''VideoGame/TheNeverhood'', It's not an AdventureGame anymore, though: now it's being a PlatformGame done in aesthetics and wackiness closer to the original ''VideoGame/TheNeverhood'' and slightly to ''VideoGame/EarthwormJim'', only with [[NintendoHard buffed-up difficulty]], more areas to explore and less gameplay differences between each level (which also counts for UnexpectedGameplayChanges too): the whole thing relies on platforming, running and stomping the enemy Skullmonkeys more than it does on shooting and carrying/escorting stuff from one point to another. It doesn't include a huge variety of powerups or stage hazards other than enemies and spikes, though, so what really makes ''Skullmonkeys'' challenging is a PlatformGame in its' pretty ''hellish'' level design, which requires medium to little reaction time from the goofy style player to get on with.

The game itself turned out to be the last Neverhood installment to be officially released by TenNapel and his crew, bringing the entire series into stagnation, not at least until the announcement
of DougTenNapel's earlier ''VideoGame/EarthwormJim''.its' SpiritualSuccesor, ''Armikrog''.



* BeautifulVoid: If you forget about a bunch of floating platforms, Klaymen and Monkey Mage, the post-Castle-de-Los-Muertos boss battle is wholehandedly this. [[spoiler:1970]] may also be one, blended with HallOfMirrors.

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* BeautifulVoid: If you forget about a bunch of floating platforms, Klaymen and Monkey Mage, the post-Castle-de-Los-Muertos boss battle is wholehandedly this. this.
**
[[spoiler:1970]] may also be one, blended with HallOfMirrors.HallOfMirrors. Which perfectly fits, considering the psychedelia representing the same time period. Oh, and the entire world ends with [[spoiler:a boa platform with extra lives floating above, all that on the background of '''a freakin' disco dancer's chest.''']]



* DifficultyByRegion: The Japanese version of the game features a few more cheats to run around with. In particular, the stage selection screen.



* EyeScream: The boss Joe Head Joe has a very...disgusting attack: He pops out his lower eyeballs (I say "lower" because this boss has two heads), which roll at you, possibly in an attempt to flatten you, all the while [[NauseaFuel making slimy sounds]] until they fall off the platform.

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* EyeScream: The boss Joe Head Joe has a very... disgusting attack: He pops out his lower eyeballs (I say "lower" because this boss has two heads), which roll at you, possibly in an attempt to flatten you, all the while [[NauseaFuel making slimy sounds]] until they fall off the platform.
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* BottomlessPit: You say ''[[VideoGame/TheNeverhood The Neverhood]]'' has only one such pit - ''Skullmonkeys'' is chock full of 'em. Of course, none appear during the first three worlds, which are The Skullmonkeys Gate, Science Lab and The Monkey Shrine, but then... Oh, and as for the later part of the game, they're absent in Skullmonkeys Brand Hotdogs and Soar Head.



* GameplayAndStorySegregation: The planet Idznak is shown to have really, really rich topography and geography, consisting of swamps, hot dog factories, dark castles, platforms floating in the air, ruins... During the gameplay, that is. In the cutscenes, Idznak is nothing more than an all-brown planet with lots of spiky mountains stretching everywhere. No reason is given for that, considering it's too odd and suspicious even for the Neverhood standards.

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* GameplayAndStorySegregation: The planet Idznak is shown to have really, really rich topography and geography, consisting of swamps, hot dog factories, dark castles, platforms floating in the air, ruins... During the gameplay, that is. In the cutscenes, Idznak is nothing more than [[SingleBiomePlanet an all-brown planet with lots of spiky mountains stretching everywhere.everywhere]]. No reason is given for that, considering it's too odd and suspicious even for the Neverhood standards.



* ListSong: ''[[http://www.youtube.com/watch?v=Uw4UuhuqoFA The Plate ees Hot!]]'', grabbing the idea from ''[[http://www.youtube.com/watch?v=BqB8z2mu6oY Coffee And Other Just Desserts]]'' and running with it.



* SomethingCompletelyDifferent: The third episode of ''Skullmonkeys'' (which is, the portion of the game after you beat Joe-Head-Joe) completely discards all the Skullmonkey enemies as such, replacing them with Ynts [[labelnote:Plus]]there's only a couple of Ynt enemies, to be precise, discounting Glenn Yntis, with both being used throughout the entire Ynt level set[[/labelnote]].
* SoundtrackDissonance: Castle de Los Muertos, which is so dark you can barely see anything, to begin with. Along with the creepy red-white-black color scheme which this world doesn't discard until Monkey Mage shows up, the local architecture isn't child friendly either. At the same time, [[http://www.youtube.com/watch?v=Uw4UuhuqoFA its' ingame soundtrack]] is about - surprise, surprise! - ''chilly food''! Perhaps, the only thing which keeps the music consistent to the stage is that Castle de Los Muertos heavily relies on its' roller coaster-like traps.

to:

* SomethingCompletelyDifferent: The third episode of ''Skullmonkeys'' (which is, the portion of the game after you beat Joe-Head-Joe) completely discards all the Skullmonkey enemies as such, replacing them with Ynts [[labelnote:Plus]]there's [[labelnote:Plus]]There's only a couple of Ynt enemies, to be precise, however, discounting Glenn Yntis, with both being used throughout the entire Ynt level set[[/labelnote]].
* SoundtrackDissonance: Castle de Los Muertos, which is so dark you can barely see anything, to begin with. Along with the creepy red-white-black color scheme which this world doesn't discard until Monkey Mage shows up, the local architecture isn't child friendly either. At the same time, [[http://www.youtube.com/watch?v=Uw4UuhuqoFA its' ingame soundtrack]] is about - surprise, surprise! - ''chilly food''! Perhaps, the only thing which keeps the music consistent to the stage is that Castle de Los Muertos heavily relies on its' roller coaster-like traps.platform rides.



* UnexpectedGameplayChange: Three such levels: Amazing Drivy Finn, Incredible Drivy Runn and Klogg boss fight. None of these allow you to use your special weapons, but wait till the TrueFinalBoss arrives... Wait a second. So, it means, even ''Evil Engine Number Nine'' plays this trope straight, with being a PlatformHell sequence instead of a regular boss fight?

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* UnexpectedGameplayChange: Three There are four such levels: levels over the entire game: Amazing Drivy Finn, Incredible Drivy Runn Runn, Glenn Yntis and Klogg boss fight. None of these allow you to use your special weapons, but wait till the TrueFinalBoss arrives... Wait a second. So, it means, even ''Evil Engine Number Nine'' plays this trope straight, with being a PlatformHell sequence instead of a regular boss fight?

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-->''There are no monsters here -- hey, wait, look over there...'' '''[LOUD DISTORTED GUITAR NOISES]''' ''I was just kidding, don't be scared.''

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-->''There are no monsters here -- hey, wait, look over there...'' '''[LOUD DISTORTED GUITAR NOISES]''' NOISES]'''\\
''I was just kidding, don't be scared.''
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* LastNoteNightmare: More like ''Middle'' Note Nightmare, in "Little Bonus Room Song".
-->''There are no monsters here -- hey, wait, look over there...'' '''[LOUD DISTORTED GUITAR NOISES]''' ''I was just kidding, don't be scared.''
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[[caption-width-right:320:A baaad man, fell from the sky...]]

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[[caption-width-right:320:A baaad ''baaad'' man, fell from the sky...]]
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[[caption-width-right:320:]]

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[[caption-width-right:320:]]
[[caption-width-right:320:A baaad man, fell from the sky...]]
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Added image.

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[[quoteright:320:http://static.tvtropes.org/pmwiki/pub/images/skullmonkeys__1622.jpg]]
[[caption-width-right:320:]]
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* DemotedToExtra: Willie Trombone is only briefly present in the intro and ending cutscenes of the game. And as a power-up.


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* EverythingsBetterWithMonkeys: You're on a planet full of them!


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* OneHitPointWonder: Unless he has a Halo equipped, Klaymen will go down in one hit.


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* SkullForAHead: They're not called ''Skull''monkeys for nothing.


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* StrippedToTheBone: Klaymen gets all the flesh on his arm eaten by a Ynt. Thankfully, he still has functional use of his bony arm and thinks it looks cool.
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Namespace


''Skullmonkeys'' is The Neverhood's claymation sequel to their eponymous game, released exclusively for the PlayStation in 1998. Unlike its predecessor ''TheNeverhood'', ''Skullmonkeys'' is a PlatformGame in the goofy style of DougTenNapel's earlier ''VideoGame/EarthwormJim''.

to:

''Skullmonkeys'' is The Neverhood's claymation sequel to their eponymous game, released exclusively for the PlayStation in 1998. Unlike its predecessor ''TheNeverhood'', ''VideoGame/TheNeverhood'', ''Skullmonkeys'' is a PlatformGame in the goofy style of DougTenNapel's earlier ''VideoGame/EarthwormJim''.
Is there an issue? Send a MessageReason:
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''Skullmonkeys'' is The Neverhood's claymation sequel to their eponymous game, released exclusively for the PlayStation in 1998. Unlike its predecessor ''VideoGame/TheNeverhood'', ''Skullmonkeys'' is a PlatformGame in the goofy style of DougTenNapel's earlier ''VideoGame/EarthwormJim''.

to:

''Skullmonkeys'' is The Neverhood's claymation sequel to their eponymous game, released exclusively for the PlayStation in 1998. Unlike its predecessor ''VideoGame/TheNeverhood'', ''TheNeverhood'', ''Skullmonkeys'' is a PlatformGame in the goofy style of DougTenNapel's earlier ''VideoGame/EarthwormJim''.
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* LawOfOneHundred: 100 Clay Balls gets you an extra life.
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''Skullmonkeys'' is The Neverhood's claymation sequel to their eponymous game, released exclusively for the PlayStation in 1998. Unlike ''The Neverhood'', ''Skullmonkeys'' is a PlatformGame in the goofy style of DougTenNapel's earlier ''VideoGame/EarthwormJim''.

to:

''Skullmonkeys'' is The Neverhood's claymation sequel to their eponymous game, released exclusively for the PlayStation in 1998. Unlike ''The Neverhood'', its predecessor ''VideoGame/TheNeverhood'', ''Skullmonkeys'' is a PlatformGame in the goofy style of DougTenNapel's earlier ''VideoGame/EarthwormJim''.
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A claymation PlatformGame in the style of ''VideoGame/EarthwormJim'' for the PlayStation, developed by The Neverhood as a sequel to [[TheNeverhood their eponymous game]].

to:

A ''Skullmonkeys'' is The Neverhood's claymation sequel to their eponymous game, released exclusively for the PlayStation in 1998. Unlike ''The Neverhood'', ''Skullmonkeys'' is a PlatformGame in the goofy style of ''VideoGame/EarthwormJim'' for the PlayStation, developed by The Neverhood as a sequel to [[TheNeverhood their eponymous game]].DougTenNapel's earlier ''VideoGame/EarthwormJim''.
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A claymation PlatformGame in the style of ''VideoGame/EarthwormJim'' for the PlayStation, developed by The Neverhood as a sequel to [[VideoGame/TheNeverhood their eponymous game]].

to:

A claymation PlatformGame in the style of ''VideoGame/EarthwormJim'' for the PlayStation, developed by The Neverhood as a sequel to [[VideoGame/TheNeverhood [[TheNeverhood their eponymous game]].
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A claymation PlatformGame in the style of ''VideoGame/EarthwormJim'' for the PlayStation, developed by The Neverhood as a sequel to [[VideoGame/TheNeverhood their eponymous game]].
----
!!This game provides examples of:
* AndThereWasMuchRejoicing: The title characters react to [[spoiler:Klogg's death]] by [[TheVillainSucksSong singing]].
* ArtEvolution: The animation in ''Skullmonkeys'' seems to reflect Doug Ten Napel's art style more than The Neverhood did. Also, Willie is a LOT skinnier and lankier. It also would be fair to say that the animations became even more smooth than ever, especially if you consider that [=PS=] has no more than two megabytes of RAM.
* BeautifulVoid: If you forget about a bunch of floating platforms, Klaymen and Monkey Mage, the post-Castle-de-Los-Muertos boss battle is wholehandedly this. [[spoiler:1970]] may also be one, blended with HallOfMirrors.
* BodyHorror: Joe Head Joe, a boss who has [[NightmareFuel a realistic human head for a body]].
* BreakingTheFourthWall: The Lil' Bonus Room. So creative and inventive way to talk to the players. May be a EarWorm or ParanoiaFuel to those who hear it.
* CallBack: At the end of the game, [[spoiler:a chunk of Evil Engine No. 9 lands next to Willie Trombone and he eagerly pulls out a knife and fork . . . the same reaction he had to the weasel's arm landing next to him in ''The Neverhood'']].
** [[http://www.youtube.com/watch?v=Uw4UuhuqoFA The Plate Ees Hot!]], theme song of Castle de Los Muertos, might be a one big callback to [[http://www.youtube.com/watch?v=BqB8z2mu6oY this radio song]] from ''The Neverhood Chronicles''. At least, lyrics-wise.
* ChekhovsGun: The Holy Root, which is given by Jerry'O somewhere by the beginning of the game, [[spoiler: finally gets its use at the very end, to get rid of Evil Engine Number 9]].
* CloudCuckoolander: Klaymen. Why Klaymen? Well, in [[http://www.youtube.com/watch?v=Pof6aL3qdb0 one scene]], he reaches into a hole that he saw a sandwich go into, gets his arm reduced to bones for it (yet he's still able to move it around), and...he smiles and says, "Cool!"
* DevelopmentGag: A standing, walking, fire-breating and eyeball-plucking example of this is Joe-Head-Joe, the second boss.
* EvilMinions: The Skullmonkeys.
* EyeScream: The boss Joe Head Joe has a very...disgusting attack: He pops out his lower eyeballs (I say "lower" because this boss has two heads), which roll at you, possibly in an attempt to flatten you, all the while [[NauseaFuel making slimy sounds]] until they fall off the platform.
* GameplayAndStorySegregation: The planet Idznak is shown to have really, really rich topography and geography, consisting of swamps, hot dog factories, dark castles, platforms floating in the air, ruins... During the gameplay, that is. In the cutscenes, Idznak is nothing more than an all-brown planet with lots of spiky mountains stretching everywhere. No reason is given for that, considering it's too odd and suspicious even for the Neverhood standards.
* GiantRobot: Evil Engine Number Nine could be considered this. Maybe.
* GottaCatchEmAll: Only as a requirement of getting to an alternate ending.
* GuideDangIt: A really heavy offender of this trope, thanks to the fact that not only it doesn't give several CameraScrew-based secret, but it also violates all common sense imaginable by starting the game from the second world. [[spoiler: And making the first one available only through passwords.]]
* HeroicMime: Klaymen still doesn't speak much, except to say "Word" when he gets an extra life and after a Skullmonkey's vehicle blows up in one cutscene. In another cutscene (see CloudCuckoolander or ShoutOut), he [[NightmareFuel gets his arm shredded to bone]], and reacts by smiling and saying, "Cool!"
* KilledOffForReal: [[spoiler: Klogg]]. Just to drive the point home, they sing a song about it!
* MultipleEndings: In order to get the ending with the [[spoiler:Klogg Is Dead song]], the player is obliged to collect every Swirly Qs on all levels possible, along with three 1970 icons. And even it isn't immune from exploiting the game the unusual way, because [[spoiler:the game clearly starts at the second world, while the first one, ''The Skullmonkeys Gate'' is accessible [[GuideDangIt only and only through the passwords.]]]]
* NintendoHard: It's near impossible to win without excessive cheat code use.
* RecurringRiff: The opening credits is technically nothing else than a wilder rework of the original ''Neverhood Chronicles'' theme.
* SameContentDifferentRating: ''Skullmonkeys'' was a notably darker game than ''The Neverhood'', yet it was originally rated K-A for Kids to Adults. Angry parents calling in must've set the ESRB straight, and they re-rated the game T for Teens.
* SomethingCompletelyDifferent: The third episode of ''Skullmonkeys'' (which is, the portion of the game after you beat Joe-Head-Joe) completely discards all the Skullmonkey enemies as such, replacing them with Ynts [[labelnote:Plus]]there's only a couple of Ynt enemies, to be precise, discounting Glenn Yntis, with both being used throughout the entire Ynt level set[[/labelnote]].
* SoundtrackDissonance: Castle de Los Muertos, which is so dark you can barely see anything, to begin with. Along with the creepy red-white-black color scheme which this world doesn't discard until Monkey Mage shows up, the local architecture isn't child friendly either. At the same time, [[http://www.youtube.com/watch?v=Uw4UuhuqoFA its' ingame soundtrack]] is about - surprise, surprise! - ''chilly food''! Perhaps, the only thing which keeps the music consistent to the stage is that Castle de Los Muertos heavily relies on its' roller coaster-like traps.
* TrouserSpace: Near the end, Klaymen pulls The Root out of his pants [[spoiler:to plug the exhaust pipe of Evil Engine No. 9.]]
* UnexpectedGameplayChange: Three such levels: Amazing Drivy Finn, Incredible Drivy Runn and Klogg boss fight. None of these allow you to use your special weapons, but wait till the TrueFinalBoss arrives... Wait a second. So, it means, even ''Evil Engine Number Nine'' plays this trope straight, with being a PlatformHell sequence instead of a regular boss fight?
* TheVillainSucksSong: "Klogg [[spoiler: is dead!]]"
* WordSaladLyrics: The bulk of the music is ''made'' of this. Especially "Death Garden Jive", where the official soundtrack lists the "lyrics" as "[[EvenTheSubtitlerIsStumped Your guess is good as ours.]]"
* WolfWhistle: Klaymen lets one out in ''Skullmonkeys'' when one of the titular baddies uses a [[GatlingGood machine gun]] to shoot at him while ending up making the silhouette of a shapely woman with the bullet holes.
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