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Skullmonkeys

Skullmonkeys is a 1998 platform video game developed by The Neverhood, Inc. and published by Electronic Arts exclusively for the PlayStation console. As a sequel to the 1996 adventure game The Neverhood, it shifts to 2D side-scrolling platforming gameplay while retaining the series' distinctive claymation aesthetic. In the story, players control the protagonist Klaymen, a malleable clay golem, as he battles an army of skull-headed apes led by the villain Klogg, who seeks to annihilate The Neverhood using a massive doomsday weapon known as Evil Engine No. 9. The gameplay emphasizes classic platforming mechanics, including running, jumping, enemy combat via projectile attacks, and environmental puzzles, across 90 levels divided into 17 worlds. Klaymen employs a variety of power-ups and abilities, such as creating farting clone decoys, firing green energy bullets, and performing a butt-bounce attack, to navigate obstacles and defeat foes. The game's visuals are crafted entirely from stop-motion clay animation, complemented by cutscenes and an original soundtrack featuring lyrical songs composed by Taylor. Developed by a team of 67 creators led by Doug TenNapel, Skullmonkeys was released in North America on January 28, 1998, followed by Europe on February 20 and Japan on August 13 under the publisher Riverhillsoft. It received mixed critical reception, with praise for its innovative art direction, whimsical humor, and audiovisual presentation, but criticism for uneven level design, repetitive enemy encounters, and frustrating difficulty spikes. Despite commercial underperformance, the title has garnered a cult following for its quirky style and ties to the Neverhood universe.

Game Overview

Gameplay

Skullmonkeys is a single-player side-scrolling in which the player controls the character Klaymen as he navigates through levels by running, jumping, and engaging in combat against enemies such as Skullmonkeys. The core gameplay emphasizes precise platforming challenges, including timing jumps over gaps and onto moving or spinning platforms, while avoiding hazards like bottomless pits and enemy attacks. Klaymen can defeat most ground-based enemies by jumping on them in a butt-bounce maneuver, though some foes require shooting or specific power-ups to overcome. The game's weapon system revolves around a primary projectile attack using green bullets fired from Klaymen's mouth, with ammunition limited to a maximum of nine shots that can be replenished by collecting power-up icons throughout levels. Additional special weapons include the Phoenix Hand, which launches homing bird projectiles to seek out and destroy enemies (up to seven uses), the Universe Enema, a screen-clearing blast that eliminates all on-screen foes (up to seven uses), and the Phart Head, which creates a ghostly clone of Klaymen to scout ahead and attack independently (up to seven uses). These weapons are acquired by picking up corresponding icons dropped by defeated enemies or hidden in levels, adding variety to combat encounters that range from simple stomps to ranged shootouts against flying or distant threats. Progression relies on collecting floating clay balls, with every 100 granting an extra life, alongside rarer Klaymen's Head icons that provide immediate additional lives. Levels conclude with teleport balls that advance the player; blue ones lead to standard paths, while red ones unlock more challenging alternate routes with increased enemy density and obstacles. A password system allows players to resume progress without a , displayed at the end of each world for manual entry at the start menu. The game features 17 worlds set on the planet Idznak, comprising approximately 90 levels in total, each designed with thematic environments like labs, shrines, and boilers that incorporate unique platforming elements such as vertical ascents, rail-riding segments, and timed switches. fights occur at the end of select worlds against Skullmonkey leaders, requiring to dodge attacks and land hits using standard jumps, projectiles, or environmental interactions—for instance, targeting weak points on oversized enemies like the Giant Bug with turret shots. secret levels and rooms are unlocked by collecting three swirl icons per level for musical interludes or three 1970s-style tokens across the game for additional challenges featuring retro-themed music tracks. Controls are straightforward yet demand precision: the directional pad or left handles movement and fast running, the X button executes jumps with variable height based on hold duration (including a glide option when paired with the yellow bird power-up), the Circle button fires green bullets, and shoulder buttons activate special weapons like L1 for Phoenix Hand and R1 for Universe Enema. Enemy follows predictable patterns, such as Skullmonkeys charging in straight lines or gunners firing at varying heights, allowing to exploit timing for jumps or shots. Power-ups like the shield, which absorbs one hit before shattering, and the Shield, which destroys up to three enemies on contact, enhance survivability in the game's high-difficulty platforming sequences unique to its claymation-inspired physics and hit detection.

Plot

The events of Skullmonkeys take place on the distant planet Idznak, a chaotic world inhabited by the Skullmonkeys, a race of dim-witted, skull-headed ape-like creatures known for their mindless singing, jumping, and erratic behavior. Following his banishment from at the conclusion of the prior adventure, the villainous Klogg crash-lands on Idznak after being propelled into space by the protagonist Klaymen and the Neverhood's creator, Hoborg. Disguising himself by donning the skull and pelt of a Skullmonkey he accidentally kills upon arrival, Klogg proclaims himself "Kloggmonkey" and assumes leadership over the easily swayed minions, compelling them to construct "Evil Engine Number 9," a massive doomsday weapon designed to annihilate and exact revenge on its inhabitants. To counter this threat, Hoborg dispatches Klaymen, a malleable clay and reluctant hero from , to Idznak via a makeshift winged suit provided by Jerry-O, an unusually intelligent Skullmonkey who secretly opposes Klogg's tyranny and aids the through covert communications. Klaymen's mission unfolds as a perilous journey across Idznak's varied territories—from dense forests and precarious cliffs to industrial wastelands—where he systematically dismantles the components of Evil Engine Number 9. Along the way, he confronts a series of formidable bosses, each embodying a critical part of the engine, such as massive mechanical guardians and corrupted Skullmonkey enforcers, progressively weakening Klogg's scheme while navigating the planet's whimsical yet hazardous landscapes. The narrative culminates in a climactic assault on the fully assembled Evil Engine Number 9, where Klaymen infiltrates the colossal machine for a final showdown with Klogg. In the decisive battle, Klaymen defeats his nemesis, destroys the engine before it can launch its payload toward the , and liberates the Skullmonkeys from Klogg's control, restoring a semblance of whimsy to Idznak's clay-formed existence and affirming the enduring creative essence of the universe.

Production

Development

Skullmonkeys was developed by in collaboration with Interactive, a studio founded in 1996 by following the release of . TenNapel served as the project's creator, writer, designer, and director, drawing on his experience from earlier works like to lead a team that included longtime collaborators such as animator Mike Dietz and programmer Kenton Leach. The game was announced in mid-1997 as a sequel to , with TenNapel emphasizing a shift from the original's point-and-click adventure format to a 2D platformer to expand its accessibility and appeal to a wider audience. This decision allowed the team to leverage the established style while adapting to the PlayStation's capabilities for more dynamic action. The design process prioritized maintaining the distinctive stop-motion clay aesthetic of , opting for 2D platforming over emerging 3D trends to avoid compromising the handmade visual charm. Creature designs, including the titular Skullmonkeys, drew inspiration from everyday toys and objects; TenNapel and the team experimented by nailing plastic figures to wooden bases and sculpting clay over them to create abstract, grotesque forms that evoked a sense of playful menace. Puppets were crafted with meticulous detail, incorporating real human hair, wire armatures, and ball-and-socket joints for flexibility, with each major model costing around $15,000 and taking up to two months to build. These choices extended the by reusing core characters like the heroic Klaymen and the villainous Klogg—now reimagined as Kloggmonkey—while introducing new worlds on the planet Idznak, blending continuity with fresh narrative expansion. Development began in late 1996 shortly after 's launch and wrapped in late 1997, involving intense collaboration amid the studio's resource constraints. Animation was a core technical innovation, relying entirely on traditional stop-motion techniques to produce thousands of individual frames for both interactive and cinematic sequences. The process divided into two phases: interactive elements, handled by animators like Dietz and Edward Schofield, involved short looping actions such as running, jumping, and climbing, captured frame-by-frame on green-screen stages using DCR-VX1000 digital cameras connected to PCs. Puppets were posed incrementally—often just millimeters per frame—with immediate digital feedback via tools like to ensure precision; pre-production pencil tests were scanned, inked, and painted using software before integration into a custom developed by Leach and others. Cinematic cutscenes, directed by TenNapel, followed a similar but allowed for longer, narrative-driven shots, edited in Animator Studio and compressed for playback. Challenges included synchronizing fluid platforming motions with unscripted player inputs and achieving seamless transitions between animation loops, which required iterative testing to maintain the tactile, imperfect feel of without sacrificing playability. The audio production featured original compositions by Terry Scott Taylor, who returned from to craft a soundtrack blending whimsical elements with driving beats and evolving arrangements that matched the game's humorous tone. Recorded at the Fabulous in , the music incorporated live instrumentation from Taylor's band, including guitars, , banjo, horns, and percussion, performed by collaborators like on bass and keyboards, Ed McTaggart on drums, and Mike Roe on guitar for select tracks. Secret levels included parodying 1970s styles, adding layers of nostalgic humor to the design. Taylor's contributions emphasized catchy, thematic motifs that underscored the platforming and story beats, enhancing the sequel's expansion of the Neverhood's quirky sonic identity. Voice acting was handled primarily by TenNapel, who provided multiple roles including the raspy, antagonistic voice of Klogg, drawing from his performances in . The cast incorporated alumni from the prior game, such as returning sound designers and animators who contributed incidental audio, though the format limited compared to the adventure style. TenNapel's multi-role approach maintained the intimate, handcrafted feel of the production, with voices recorded to sync with the stop-motion lip movements for authenticity.

Release

Skullmonkeys was published by Electronic Arts exclusively for the PlayStation console, with its initial North American release occurring on January 28, 1998. The game saw a European release on February 20, 1998, also handled by Electronic Arts, while the Japanese version, localized and published by Riverhillsoft under the title Klaymen Klaymen 2: Skullmonkey no Gyakushuu, launched on August 13, 1998. Marketing efforts positioned Skullmonkeys as a spiritual sequel to , highlighting its distinctive visuals and platforming gameplay through print advertisements and promotional packaging that featured action-oriented imagery of the Klaymen battling Skullmonkeys. Demos were distributed in magazines to showcase the unique stop-motion aesthetic and side-scrolling mechanics. Initial sales were modest, totaling around 0.13 million units worldwide, with approximately 0.05 million in , reflecting the limited print runs common for mid-1990s titles; no expansions or ports were available at launch. The game employed a password-based save system rather than memory card support, a design choice aligned with hardware limitations of the era despite the PlayStation's standard memory card compatibility. Technically, Skullmonkeys shipped on a standard with an approximate data size of 519 MB, fully compatible with the controller for analog input, and no day-one patches or updates were issued given the console's offline nature.

Reception and Impact

Critical Reception

Upon its 1998 launch for the , Skullmonkeys received generally positive reviews from critics, earning an aggregate score of 80% on based on six contemporary reviews. Equivalent scores from period sources placed it around 75-80, reflecting appreciation for its artistic elements amid mixed opinions on . Critics widely praised the game's unique stop-motion claymation visuals and detailed environments, which built on the whimsical aesthetic of its predecessor, . The claymolded characters, backgrounds, and sequences were highlighted for their charm and technical achievement in a platformer. The soundtrack, composed by Terry Scott Taylor, was lauded for its catchy and inventive tracks that enhanced the game's humorous tone, with reviewers noting the memorable, quirky tunes as a standout feature. awarded an 8/10, commending the imagination behind the presentation. However, common criticisms focused on repetitive level design and platforming mechanics that felt dated in a market saturated with 2D titles. Reviewers pointed to frustration from difficulty spikes, one-hit kills, and the lack of save functionality beyond passwords, which hindered progression. gave it a 6/10, praising the strong direction but finding the middling and uninnovative. scored it 5/10, criticizing the monotony in levels and bosses despite visual variety. Overall, reviews appreciated the humor and whimsy connected to the legacy, but expressed frustration with the absence of multiplayer options or deeper progression systems, positioning Skullmonkeys as a visually striking but mechanically uneven .

Legacy

Skullmonkeys has developed a dedicated over the years, appreciated for its quirky animation and ties to the surreal world of , often highlighted in retrospectives of eccentric titles. Fans praise its bizarre humor and distinctive stop-motion visuals, which set it apart from mainstream platformers of the era. The game has remained exclusive to the original since its 1998 release, with no official re-releases, ports to digital services like PlayStation Network Classics, or adaptations for PC or modern consoles as of 2025. This scarcity has made physical copies highly collectible, with complete-in-box versions fetching around $100 or more on resale markets. Enthusiast communities have sustained interest through various fan projects, including community-driven efforts to recreate levels using modern game engines for PC playability. In 2025, 3D printable models of characters like Klaymen were released by hobbyists, allowing fans to bring the aesthetic into physical form. The title continues to appear in media discussions of surreal gaming humor, maintaining a dedicated page on that catalogs its oddball tropes. It features in "weirdest games" compilations and inspires occasional longplays showcasing its full gameplay. Recent 2025 online discussions have speculated on potential official revivals, such as a PS5 port, reflecting ongoing fan desire for accessibility. Skullmonkeys' claymation style has influenced later indie titles emphasizing stop-motion aesthetics, such as , a funded via and developed by creator . TenNapel's subsequent works, including comic series and animations, echo similar grotesque yet whimsical designs rooted in the universe, though no direct sequels to Skullmonkeys have been produced. The game ties into the broader lore through shared characters and mythology, preserving its narrative legacy among niche audiences.

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