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Video Game / 1000Amps

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A Puzzle Platformer created by Brandon Brizzi, released for PC through Steam on February 22nd, 2012.

The game takes place in an enormous tree-shaped building known as the Amp Tree. Power has gone out throughout the Tree, and the player, as a little plug-shaped creature called "Amp", must find a way to restore power, room by room.

Tropes present in this game:

  • 100% Completion: though you can repel the Intruder without lighting up all the rooms, the game heavily encourages getting to 100%.
  • 11th-Hour Superpower: the Infinity upgrade can only be received after all the others, and by the time you find it you've probably cleared most of the map. The upgrade gives you a permanent full battery, allowing full use of all your powers even in total darkness, which makes clearing any leftover rooms trivial. It's also required to beat the Final Boss.
  • And the Adventure Continues: after clearing 100%, your Mission Control says there are other areas that need power restoration, and you'll need to get to them too.
  • Anti-Frustration Features:
    • If a puzzle is too hard, the player can use five Amp Seeds to instantly light up the room. However there are only a couple dozen such seeds in the game.
    • The "Infinity" room contains no nodes, and as such is impossible to light up without using Amp Seeds. Since it's entirely possible to have run out of Amp Seeds before getting there, that room does not count for 100% completion.
    • The two secret rooms, while they can be lit up normally, also don't count for completion, probably due to how hard they are to find.
  • Back Tracking: a lot of early rooms can't be cleared without upgrades received later in the game. Of particular note is "Pass through now; come back later", which cannot be cleared without the Infinity upgrade, the last one you receive in the game. (Or you could just use some Amp Seeds on it.)
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  • Big Bad: The Intruder is the one who shut off the power. Why he did so isn't explained, but your final task in the game is booting him out of the Amp Tree entirely.
  • Collision Damage: the Spike upgrade allows Amp to destroy Pests, and to harm the Intruder in the final battle, by touching them. Interestingly, nothing in the game is harmful to Amp himself.
  • Double Jump: oddly enough, one of the last upgrades Amp receives. The reason why is soon made obvious: the second jump rockets Amp upward until he hits something, no matter how high it is.
  • Easter Egg: two hidden rooms are located somewhere in the Amp Tree. One is a Homage to Super Mario Bros., the other a large dark tower.
  • Last Lousy Point: for completionists, the final few percentage points can be frustrating, and are usually a set of tiny rooms that are barely visible on the map at all. Fortunately, the game hints at their existence by teleporting you to two of them for free, showing you they exist and a way to access them.
  • The Maze: the Amp Tree is huge, and the paths are winding and non-obvious, even after you've lit up the rooms in question. Half the difficulty is figuring out how to get where you're trying to go.
  • Mechanical Lifeforms: the Amp Tree... maybe. Much of its interior is mechanical and it's powered by electricity, but the game leaves it ambiguous as to whether it's a living thing or a machine.
  • Minimalism: there's only an Excuse Plot, and nothing is explained about the world or the characters. The power's out in the tree, and needs to be restored. That's all.
  • Tele-Frag: the easiest way to deal damage to the Intruder is to teleport into him after lighting up the battlefield.
  • Teleportation with Drawbacks: The first upgrade Amp gets is a personal teleport ability. You need at least one lit node to teleport, teleporting drains squares in a 3x3 area around Amp, potentially cutting off nodes, and you can only teleport to empty space.
  • Warp Zone: There's a room with a set of five teleporters in it that instantly take you to other areas, though it's tricky to access.