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Ancipital

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Ancipital

Sep 15, 1984

Main game

3.50 average rating based on 2 ratings

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Ancipital is a typical Jeff Minter game with no storyline and an unusual setting. You play the role of what looks like a yak which can walk on two legs and shoots at enemies with bananas. At least in the first screen; the projectiles change in different levels. You can jump and flip upside down onto the ceiling to attack your foes. The gameplay involves you shooting at enemies until the floor or walls change to let you move to the next screen which can be seen on the map in the corner of the screen. Each level has different … More
Ancipital is a typical Jeff Minter game with no storyline and an unusual setting. You play the role of what looks like a yak which can walk on two legs and shoots at enemies with bananas. At least in the first screen; the projectiles change in different levels. You can jump and flip upside down onto the ceiling to attack your foes. The gameplay involves you shooting at enemies until the floor or walls change to let you move to the next screen which can be seen on the map in the corner of the screen. Each level has different themes ranging from skull and crossbones to cigarette papers and lighters. Less
Release Dates
Sep 15, 1984 Full Release (Europe)
Commodore C64/128/MAX
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User Stats
9
In Collection
2
Wish Listed
0
Playing
6
Backlogged
How Long Is Ancipital?
No playthrough data yet
Related Content
scoopings
scoopings gave Nov 6, 2022
scoopings gave Nov 6, 2022
Absurd, Hectic Shoot Em Up That's Worth A Try

Preliminary: Looks hectic as heck, chaotic shoot em up (apparently the C64 community refers to them as blasters? when they're like this?), I'm usually not huge into silliness for graphics but this one seems to pull it off well thanks to many of the items being genuinely funny or actually relevant to my life/teen years ha, and from what I've heard, great psychedelic sounds.

Look: 8/10 So many different sprites, and such absurd array of em. That was one of the main things almost getting me to push through--what would be the next projectile sprite or enemy sprite? Lots of flashing, effective UI (tho I can't claim to have learned how it all works), and good classic C64 colors.

Sound: 7/10 At first quite exciting, but as it became more and more blatantly a blaster/shoot em up game, it got just functional and sometimes borderline annoying. Still, some cool psychedelic effects with it and a hypey song. If only there were a more sentimental jingle somewhere in the game.

Play: 7/10 I couldn't find the Instructions/Manual online so here's a pro-tip: you're trying to break a wall, indicated by the arrow, not just kill everything in the room. Also, you …

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Preliminary: Looks hectic as heck, chaotic shoot em up (apparently the C64 community refers to them as blasters? when they're like this?), I'm usually not huge into silliness for graphics but this one seems to pull it off well thanks to many of the items being genuinely funny or actually relevant to my life/teen years ha, and from what I've heard, great psychedelic sounds.

Look: 8/10 So many different sprites, and such absurd array of em. That was one of the main things almost getting me to push through--what would be the next projectile sprite or enemy sprite? Lots of flashing, effective UI (tho I can't claim to have learned how it all works), and good classic C64 colors.

Sound: 7/10 At first quite exciting, but as it became more and more blatantly a blaster/shoot em up game, it got just functional and sometimes borderline annoying. Still, some cool psychedelic effects with it and a hypey song. If only there were a more sentimental jingle somewhere in the game.

Play: 7/10 I couldn't find the Instructions/Manual online so here's a pro-tip: you're trying to break a wall, indicated by the arrow, not just kill everything in the room. Also, you can press h at the start of each room to get a hint on how to move to the next one. Once I understood I wasn't just trying to kill everything on the screen, I still had no clue what was going on. The map available here helped me start to vaguely understand that I was getting Camel Keys to unlock the... uh.. less breakable walls? Or something? It definitely has some adventure elements to this, with the open world map and keys-to-access-areas aspect.

Feel: 7/10 Some of the projectiles were so funny and great. The Look definitely shines here. I wish enemies didn't constantly respawn, and I wish it were clearer what to do. Over time I realized it's basically "open world" in the sense that you can return to prior rooms and there's a minimap type thing. I still never fully understood all the UI numbers and whatnot, and though I had a slight urge to play until I figure it out, it just was too much of a "shoot ah! chaos!" type game for me to want to really push through.

Attachment: 7/10 If only I could find the Instructions... then again, who knows if it'd make a big difference. Seems I still haven't overcome my preexisting preferences and tend to only finish frustrating platformers, not shooters, at this point... we shall see. Undeniably great death screen though ha , but moving on (tho a voice in the back of my head keeps telling me to continue learning the game and how to play it... or to search harder for the Instructions... for now, it is what it is heh) enter image description here

Completion: through 4 unique screens, it seems . Score ~95k *Playtime: * ~50 mins

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